How to reliably wipe all gameplay tags on a player

Thanks, this makes sense - the original intention for our usage was for prediction so that we can have a tag added to remote players only, and allow the local player to add their own tag predictively. This means that we can avoid the latency of having to add the loose tag on the server and wait for it to come back down to our local player.

An example would be with traversal where we want to predictively add the tag on the local player so we can animate straight away, then when the server gets to that point in the code, it adds a replicating tag that will only replicate then to remote players.

Same goes for predictive tag removal. It basically just gives us local autonomy over our own tags while remote players remain simulated from the server based on replication.

We can have a go at replacing these calls with the regular loose ones but that may introduce double deteles/adds if we run it on both client and server. Having it only run on the server though will be very latent.

We could use gameplay effects instead, but we’re then adding a load of bloat just to wrap the minimal replication tags that we’re using anyway. What would you suggest for these kind of use cases? Thanks :slight_smile: