Please allow FGameplayTagContainer as EditCondition, EditConditionHides

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;


};

Does anyone have solution for this?

Anyone has an idea how to do this?

Bump

Your replies are full of strange links. I’m a little concerned. Can Epic have a look at this?

Can someone have a look at this?

Any update on this?

Related to this:
Extended support for EditCondition inside USTRUCT (State Tree) - Programming & Scripting / C++ - Epic Developer Community Forums (unrealengine.com)