I am updating my ledge climbing system to work with UE4.9, and I found out that when I add a Component tag to a Cube static mesh on the level, that I can not get detect that tag inside blueprint. I also notice that on Cubes that had tags before updating the project, Blueprint detects those flags, but the editor doesn’t show them!
- Does this occur in a clean, blank project with no additional content or is it limited to one project?
- What steps are you taking to reproduce this on your end?
- Is it limited to a specific type/set of blueprints?
I just tested this. I created a new third person BP clean project. Added a cube, then I added a component tag: NoGrab. And with this blueprint, it doesn’t detect that “tag”! PS.: The trace node is not connected on the picture, but it is on the project. kkkk alt text
I was able to reproduce this and have entered a bug report, UE-22797, to be assessed by the development staff.
I just tested the UE 4.10, and that bug is still there.
While it was unlikely to get addressed in 4.10 due to how recently this bug was entered, I went ahead and checked on it. This bug was closed as “By Design”. The component tag isn’t being picked up because it is not the same thing as an actor tag. If you are checking an actor for a tag, it needs to be an actor tag, otherwise you need to check the specific component for a component tag.
Ok. I see it. Use actor tag works fine. Thanks.
I have a similar problem
I have an actor with a component box collision, and I want this box collision to detect when it is hit by 2 actors with a tag on them.
Using OnComponentHit and dragging the node from “OtherActor” and using the “Actor Has Tag” results in nothing… nothing happens, but if I cast to a specif actor it works (but I want 2 actors, you know, can´t cast to 2)
Thank you for the update. I am unfortunately not at the office today due to current weather conditions. However I will keep this post unresolved and update the bug report with this information once I am able to get back to the office.
Great! You are awesome!
Can you give me a bit of background on what you are trying to do? If I could understand your end goal I might be able to address what specifically is occurring.
Same bug in 4.12 P5. When adding components derived from Blueprint Script component their tags are sometimes reported as ‘none’ when they indeed have one.
As mentioned in my post below, this is not a bug but by design. The component tag and actor tag are fundamentally different. Please make sure that you are checking for the actor tag and that the actor tag, not component tag, is populated or vice versa. If you are checking for an actor tag and the actor tag is supposed to be populated and is not, this may be a new issue, please create a new post detailing what steps I can take in a clean, blank project with no additional content to reproduce the error on my end.
Problem is still presists in version 4.13. Did not try it in 4.14 yet, just waiting the stable version.
4.15.3 - bug is still here.
As mentioned in his Answer above, the bug report was closed as By Design. He mentions why this was not an actual bug and how you can use these tags correctly.
I think the issue here is, when checking if the component has tag (not the actor tag), the component tag is not correctly detected. This must surely be a bug in UE4, not a design thing.
Im having the exact same problem. Im giving my static mesh component a tag of its own, and when I check for the tag of this component on a “OnComponentBeginOverlap” event, it gives me null.
Bug persists in 4.16
If youre having this problem, just check the actor tag of the actor containing the overlapped component. That should work