You need to have your BP Actor inherit from a C++ Actor with:
#include "GameplayTagAssetInterface.h"
class AFooCharacter : public ACharacter, public IGameplayTagAssetInterface
and add
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameplayTags")
FGameplayTagContainer GameplayTags;
virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override { TagContainer = GameplayTags; return; }
also extend your build.cs:
PublicDependencyModuleNames.AddRange(new string]{ "Core", ...., "**GameplayTags**" });