My issue has been solved by doing the following steps. For clarity purposes, I will keep naming the plugin MyPlugin. Replace every occurency of MyPlugin by your actual plugin name to make it work on your side.
- Adding “GameplayTags” to the PublicDependencyModuleNames in MyPlugin/Source/MyPlugin/MyPlugin.Build.cs

PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"GameplayTags"
// ... add other public dependencies that you statically link with here ...
}
);
- Editing the FMyPluginModule::StartupModule() function in MyPlugin/Source/Myplugin/Private/Myplugin.cpp

void FMyPluginModule::StartupModule()
{
UGameplayTagsManager::Get().AddTagIniSearchPath(FPaths::ProjectPluginsDir() / TEXT("MyPlugin/Config/Tags"));
}
- Rebuilding the plugin from source on a clean empty project.
After doing these 3 steps and reimporting my plugin in my actual project, I got access to my plugin gameplay tags as desired ![]()
Hope this helps anyone stumbling upon the same issue.