Both Fortnite and Paragon are using GameplayTags heavily, so they’re definitely well trusted in production. Here’s how you use Data Tables to import tags:
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Make a csv file (via exporting from excel or some other tool) according to the instructions at Data Driven Gameplay Elements in Unreal Engine | Unreal Engine 5.1 Documentation
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Make the columns match the structures in FGameplayTagTableRow
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Import the data table, pick GameplayTagTableRow as the row type. Save the asset
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Add something like this to your defaultengine.ini and point it to the asset you just imported:
[GameplayTags]
+GameplayTagTableList=/Game/Balance/DataTables/GameplayTagTable.GameplayTagTable
By doing that or the direct ini method, it will load those tags into a centralized dictionary. If you then place FGameplayTag or FGameplayTagContainer structs in your assets you should get the tag picker. You can also specify a filter on the tags that are available, this example will only show tags starting with GameplayCue.
UPROPERTY(EditDefaultsOnly, Category = GameplayCue, meta=(Categories="GameplayCue"))
FGameplayTag GameplayCueTag;
The ‘Tags’ array on Actor predates the GameplayTag system and is currently not integrated into it, although I am considering some options for doing so.