I had long time ago created this thread:
But I think it lost it’s usefulness at this point, since most the issues has been resolved except this one.
I still can’t load data table on editor start.
I use this code:
void UARUnrealEdEngine::Init(IEngineLoop* InEngineLoop)
{
IGameplayTagsModule& GameplayTagsModule = IGameplayTagsModule::Get();
FString Tags = "/Game/Blueprints/SampleTags.SampleTags";
//UDataTable* justDeleteMe = LoadObject<UDataTable>(NULL, *Tags, NULL, LOAD_None, NULL);
//just for test
UDataTable* TagTable = LoadObject<UDataTable>(NULL, *Tags, NULL, LOAD_None, NULL);
TArray<FString> TagsList;
TagsList.Add(Tags);
GameplayTagsModule.GetGameplayTagsManager().LoadGameplayTagTables(TagsList);
Super::Init(InEngineLoop);
}
It’s executed, path to data table is correct, the variable TagTable have proper value assigned.
Also it gets here:
UGameplayTagsManager::LoadGameplayTagTables
So module seems to be loaded properly.
The problem is when editor starts and I click on any of FGameplayTagContainer, to edit. No tags seem to be loaded.
Did I miss something ?
The work around it, is to reimport tags table. But what if… I can’t reimport because I created data table directly in editor ?