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.
This all works fine, but I have questions based on some issues I had
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
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.
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?
I encountered an issue earlier this year where Children that inherit gameplay tag containers from a parent class, and then added more tags to the container that matched their specific cases. The Switch on gameplay container node that fires in the parent does not read the childrens additional tags but only the inherited ones. Is there a way around this that isn’t implementing this switch in every child?