Differences in Data Assets, Data Tables and Structures (Overall Hierarchies in systems)

I was able to follow what you said about the C++ file stuff. Now, my system checks against the tags and only picks up the items that I want, based on how I make the tags. I used this blueprint for the BP_Player to check and then based on the boolean it picks up the object.

I was able to turn my game blueprint file into a VS file, and then did the steps you told me. So Config Tags was set and then the line trace checks using the above attached node. I just highlight the larger tag that I want to check against. Will experiment with the other nodes ‘Has All Matching Gameplay Tags’ & ‘Has any Matching Gameplay Tags’ too. Thank you for the steps, took me a while lol. But now I know how the C++ structure works with the blueprint structure, so slowly will look into learning C++ this way.

I couldn’t find the ‘Get Owned Gameplay Tags (Message)’ node that you attached above. So didn’t know how to mess around with that one. Couldn’t make that node come up in the C++ BP either.