CodedFate - Advanced GameplayTags Manager with Conflict rules

Advanced Gameplay Tags Manager with Bi-Directional Conflict Rules

A fully Blueprint-driven, production-ready system designed for modern Unreal Engine gameplay, Motion Matching setups, and Chooser-based animation logic.

This component gives you deep, reliable control over your gameplay tags through three independent layers: Active, Blocked, and Permanent.
With automatic conflict detection, duplicate protection, can integrated by real-time shadowed state updates (safe in the Game Thread), and a clean API, it becomes the ultimate replacement for traditional manual tag handling.

Whether you're building shooters, RPGs, action adventures, or anything with state-driven logic β€” this component dramatically simplifies your workflow and removes the need for complex Blueprint spaghetti or GAS overhead.


πŸ”₯ CORE FEATURES

βœ… 100% Blueprint-Only

No C++ required. Easy to integrate into any project β€” even Blueprint-only prototypes or full production projects.

βœ… Supports Motion Matching (Chooser Table Integration)

Designed to work seamlessly with Motion Matching workflows.
Shadowed tag states ensure your Chooser Tables always get clean, real-time data.

βœ… Three Tag Layers

  • Active Tags β†’ current gameplay state

  • Blocked Tags β†’ prevented states

  • Permanent Tags β†’ always active during game lifetime

βœ… Bi-Directional Conflict Rules System

Set up conflict rules using a simple DataTable.
System automatically checks conflicts both ways, even if the designer forgets to define the reverse rule.

βœ… Duplicate & Validation Checks

Built-in safety against repeated or invalid tag insertions.

βœ… Serialization / Save & Load System

Save tag states at runtime for spawning, respawning, checkpoints, or loadouts.

βœ… Full API: Add / Remove / Replace / ......

Clear, compact, easy-to-use functions for:

  • Active Tags

  • Blocked Tags

  • Permanent Tags
    Each emitting event dispatchers for logic extension.
    25 Function

βœ… Shadowed Variables (For Animation BP Integration)

Stored states are replicated into lightweight runtime variables safe for use in AnimBlueprints and Chooser conditions.

βœ… Actor-Specific Rules

Every Actor with the component operates independently and uses its own Conflict Rules from the DataTable, ensuring clean, isolated behavior per character or object.

βœ… Ultra Lightweight

Just a clean Actor Component β€” drag, drop, and use.

πŸ’‘ WHY CHOOSE THIS SYSTEM?

  • No dependence on GAS

  • No complex architecture or boilerplate needed

  • Designer-friendly workflow

  • Faster than manually managing tag states

  • Works perfectly with Motion Matching & complex animation systems

  • Clear documentation & sample project included

  • Built to scale β€” from simple prototypes to AAA-style gameplay layers

This system gives your game a robust state foundation, reduces errors, and keeps your Blueprints clean, readable, and maintainable.

Sample Project built on UE 5.7 - UE5.6, but the component is fully compatible with earlier versions (5.4+).

Documentation included as html offline site and organized well in project very clear
with images and gif images and examples for how to integrate the component in animation blueprint and use it in chooser table
Also you can take a look a documentation from the Link
Continued Updates & Support
We are committed to supporting the system with practical, meaningful updatesβ€”not unnecessary features.
All future updates are free for the buyer.