#include “GameplayTagAssetInterface.h”
#include “BlueprintGameplayTagLibrary.h”
AYourClass::YourFunction(FGameplayTag BaseTag, UObject* NewObject,
FGameplayTag DefaultTag, const FGameplayTagContainer& NewTags)
{
IGameplayTagAssetInterface* TempInterface = Cast<IGameplayTagAssetInterface>(NewObject);
if (TempInterface)
{
if(UBlueprintGameplayTagLibrary::IsGameplayTagValid(DefaultTag))
{
if (TempInterface->HasMatchingGameplayTag(BaseTag))
{
return true;
}
}
}
return false;
}