Cool!
At the moment our chooser table only evaluetes Gameplay Tag containers on the Pawn/ASC and Mover.
As an example we’ve added volumes for “interior” areas that add a Gameplay Tag, and we have Gameplay Tags that come from our mover component for “Mover.Walking/Mover.Falling”, then we have camera rigs for “walking/sprinting/falling” that are chosen based on the movement modes, and similarly a set or rigs for “Walking_Interior/Falling_Interior” etc.
So sounds very similar to the priority queue director you’re working on, if I understand correctly, so if that’s coming down the line we’d probably look at swapping over (unless our chooser tables setup gets more complex over time).
The only “special” thing we’re doing with the chooser table is returning multiple rigs and activating all of them, so in the above example, instead of a rig for “Walking_Interior” we’d have a “Walking” and an “Interior” rig that both get selected, but the chooser allows the designers to decide if that’s appropriate on a case by case basis.
Anyway, thank you for your insight, and thank you for making this system, I feel more confident in our plans now