Hello everyone! I’m writing here because I’m facing an issue with FGameplayTagContainer and I’m not sure how to solve it.
First of all, I’ve declared and defined some GameplayTags in C++:
.h
UE_DEFINE_GAMEPLAY_TAG(TAG_Dock_Test, “RealityField.Dock.Test”);
.cpp
UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Dock_Test)
I have a Component created in C++ with the following property:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=“Settings”)
FGameplayTagContainer GameplayTags;
When I build and create an Actor, I then add this Component to it and I set it up:
And I can clearly see it when I instantiate it in the Map:
Then I save and up until here, everything is fine. However, as soon as I change Map, all tags from the instance are gone.
But I can still see them in the Blueprint Editor:
Even worse, if I close the Editor, not only do I lose all the tags in the instance, but even in the Blueprint itself:
What is happening here? Am I using FGameplayTagContainer in the wrong way? Am I missing something?