How do I use the FGameplayTagContainer and Tag Editor?

Sorry, forgot more. The idea is that you have 1 dictionary of gameplay tags (added/imported like above). Somewhere in your game code on startup, you need to tell the GameplayTags system. Something like this:

IGameplayTagsModule& GameplayTagsModule =  IGameplayTagsModule::Get();
	GameplayTagsModule.GetGameplayTagsManager().LoadGameplayTagTable(GameplayTagTableName);

This needs to be done at editor startup too… so the correct way is to make a UEngine subclass for your game. But that is a lot of steps. It is probably easiest to stick the above line somewhere in UEngine::Init.