Thanks! That works in editor but in cooked it triggers a crash:
LogGarbage: Warning: Disregard for GC object GameplayTagsManager /Engine/Transient.GameplayTagsManager_2147482626 referencing DataTable /MyPlugin/Tags/DT_Tags.DT_Tags which is not part of root set
LogWindows: Error: appError called: Fatal error: [File:I:\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollectionVerification.cpp] [Line: 155]
Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.
Incidentally, instead of hardcoding I also tried feeding the softobjectpath from another config of the plugin and that was empty, so I’d assume the GFP configs are loaded only after the StartupModule, which would explain why the LoadGameplayTagTables call would not take into account the additional tables provided by the GFP. Is there any other plugin init callback I could hook to that is triggered after the config load?
Lastly, regarding the plugin initial state: that specific GFP is always loaded and active, though I don’t expect that to be the case for other GFPs we’d like to put in place.
"EnabledByDefault": false, "CanContainContent": true, "Installed": false, "Modules": [ { "Name": "MyGFPModule", "Type": "Runtime", "LoadingPhase": "Default" } ], "ExplicitlyLoaded": true, "BuiltInInitialFeatureState": "Active"
Ben