# How can i made a tracking system for turrets with gameplaytags?

**URL:** <https://forums.unrealengine.com/t/how-can-i-made-a-tracking-system-for-turrets-with-gameplaytags/487317>\
**Category:** C++\
**Tags:** tags, unreal-engine, UE4, CPP, question\
**Created:** [August 11, 2021, 11:36am UTC](https://forums.unrealengine.com/t/how-can-i-made-a-tracking-system-for-turrets-with-gameplaytags/487317 "2021-08-11T11:36:18Z")\
**Posts on this page:** 1\
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**Author:** ![chrudimer](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/chrudimer/32/918651_2.png) [@chrudimer](https://forums.unrealengine.com/u/chrudimer)\
**Post date:** [August 12, 2021, 3:57pm UTC](https://forums.unrealengine.com/t/how-can-i-made-a-tracking-system-for-turrets-with-gameplaytags/487317/7 "2021-08-12T15:57:07Z")

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You could look at my second post here [Blueprint - EQS and Gameplay Tags - I need help! - #3 by ViridianGU](https://forums.unrealengine.com/t/blueprint-eqs-and-gameplay-tags-i-need-help/242086/3) there I have posted a minimalistic example of the .h file of a character that implements the `IGameplayTagAssetInterface` (no need to do anything in the .cpp file). If you inherit from actor, the changes would be the same (so also inherit from `IGameplayTagAssetInterface` and then copy everything following “// Need to store the GameplayTags…” to the .h file)

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