Hello, was looking to convert all my ‘FNames’ to GameplayTags, to make it easier for artists to modify properties.
However I can’t seem to figure out how to actually use them within C++.
Lets say I have the following tags to describe the enemy behaviour:
UPROPERTY(EditAnywhere) FGameplayTagContainer SpecialProperties;
I would like to be able to check which tags were passed into the container, like so:
if(SpecialProperties.HasTag("Hover")) // Run Hover code if(SpecialProperties.HasTag("Berserk")) // Run Berserk code etc.
However HasTag… only accept other GameplayTags as parameters?
Is there some other way to supply an FName to see if it’s in the tag? I tried passing in FGameplayTag(“Hover”), but that constructor is private.