Why are my gameplay ability attributes behaving like this, someone please help!

Please open a new post for a new question.

To answer quickly:

Translation:
“How can I add a GameplayTag at runtime in C++ (C++ RunTime)? For example, how can I add a GameplayTag to a GameEffect in the PreAttributeChange function?”

I’m not sure to understand the use case but you can apply a second GameplayEffect, when one is applied. Check the Life Steal example : GitHub - tranek/GASDocumentation: My understanding of Unreal Engine 5's GameplayAbilitySystem plugin with a simple multiplayer sample project.