After the changes to GAS in UE 5.3, I saw that GameplayEffects use Components when requiring/applying GamplayTags. So I tried to transfer all the GameplayTags logic from the GE’s C++ Constructor to GEComponents, but I couldn’t find where exactly should I create Components. The constructor didn’t work because they don’t have a Name or something, then I tried in PostInitProperties but my OngoingTagRequirements didn’t work after creating a build.
May someone tell me where should GEComponents be created in C++?
I’m interested to know what the intended place is too. It looks like you can override UGameplayEffect::PostCDOCompiled, add the components yourself and then call super which has backwards compatiblity that will work with your manually added components. However, that only works in Editor builds.