I’m diving into the Engine’s Gameplay Tags and Learn as much as I can. I have so far tested 3 things
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Adding a Burn Status effect after overlapping actor. Accomplished with an Interface and running the event in my player that adds status.burned as such
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I’ve removed the status effect when i roll (inside my player), and when I heal which is inside my health Actor component while using an event dispatcher.
3 I’ve replaced 3 bools when I roll (can attack, Immune,dodging) with tags by using the append node
This all works fine, but I have questions based on some issues I had
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Is there a way to remove multiple tags at once? Basically the opposite of the append node? The Unreal Documentation says it can be accomplished with a remove tag and append node, but It doesn’t work for me. For now, doing it as separate remove nodes works
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Even if I get a reference to a gameplay container for my player in another actor with an interface when I try to remove a tag or add a tag it will return false always. I did read somewhere this has something to do with C++? I only use blueprints, so Event dispatchers were the workaround for this. But anyone know the reason behind this? I did try casting to the gameplay tag asset interface but that just failed.
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I tried to have my healing remove ALL status effects (burned and poisoned in this test proj) by just selecting status in the remove tag, which I assume would remove status and all its sub tags associated with it, but it didn’t do anything and returned false even though I had status.burned tag added to the container. Is there another method to dealing with the root tag and removing all its sub tags?
Look forward to learning
Thanks