Please allow existence of a certain tag inside a UCLASS’s FGameplayTagContainer attribute to be used as EditConditions. GameplayTags are a great alternative over having a bunch of booleans. However only booleans and enums are supported as EditConditions.
e.g.
// Not best coding practice but proves the point I am trying to make
UCLASS(BlueprintType)
class AMyActor : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
FGameplayTagContainer MyActorTags;
UPROPERTY(EditAnywhere, meta=(EditCondition="MyActorTags.Contains(MyGame.MyActor.Damageable)", EditConditionHides))
float DamageResistance;
UPROPERTY(EditAnywhere, meta=(EditCondition="MyActorTags.Contains(MyGame.MyActor.Damageable)", EditConditionHides))
FColor DamageFlashColor;
};