Can’t access gameplay tag property in chooser as the other type property do. When clicking the bool header, a popup will appear:[Image Removed]
However, nothing happens after clicking on gameplay tag header. I have checked the SPropertyAccessChainWidget::CreatePropertyAccessWidget() function, and I believe that the FName type is not yet supported.
Thanks for the report. I was able to confirm this behavior in UE 5.5, 5.6, and in a recent source build from the Main stream (CL 45595284). Gameplay Tags are not currently supported as a bindable type in Chooser Tables.
As a workaround, the following adjustment to SPropertyAccessChainWidget::CreatePropertyAccessWidget() allows Gameplay Tag properties to be used:
auto CanBindProperty = [this](FProperty* Property, TConstArrayView<FBindingChainElement> InBindingChain)
{
if (TypeFilter == "" || Property == nullptr)
{
return true;
}
if (TypeFilter == "struct" || TypeFilter == "FGameplayTagContainer")
{
// special case for struct of any type
return CastField<FStructProperty>(Property) != nullptr;
}
...
}
You may apply this change locally until the Epic team addresses the issue. I’ve submitted this as an engine bug so the team can review and resolve it. You can track it here: https://issues.unrealengine.com/issue/UE-324898.
Please note that Epic ultimately decides whether the ticket will be made public, so the link may take a few days to become accessible.
I’ll close the case now, but feel free to reply if you have anything else to add.
The Chooser GameplayTag column currently only supports binding to variables of type GameplayTagCollection. We do plan to support binding directly to a GameplayTag variable, but it is not currently how this column is meant to be used.
You should be able to get it working by using a GameplayTagCollection with one GameplayTag, instead of using a GameplayTag variable.