# Why the heck is IGameplayTagAssetInterface NOT exposed to Blueprints...

**URL:** <https://forums.unrealengine.com/t/why-the-heck-is-igameplaytagassetinterface-not-exposed-to-blueprints/99819>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine\
**Created:** [September 12, 2017, 11:34am UTC](https://forums.unrealengine.com/t/why-the-heck-is-igameplaytagassetinterface-not-exposed-to-blueprints/99819 "2017-09-12T11:34:12Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![BlueMind\_Studio](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlueMind\_Studio](https://forums.unrealengine.com/u/BlueMind_Studio)\
**Post date:** [November 11, 2018, 2:38pm UTC](https://forums.unrealengine.com/t/why-the-heck-is-igameplaytagassetinterface-not-exposed-to-blueprints/99819/3 "2018-11-11T14:38:56Z")

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You need to have your BP Actor inherit from a C++ Actor with:

```auto

#include "GameplayTagAssetInterface.h"
class AFooCharacter : public ACharacter, public IGameplayTagAssetInterface

```

and add

```auto

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GameplayTags")
FGameplayTagContainer GameplayTags;

virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override { TagContainer = GameplayTags; return; }

```

also extend your build.cs:

```auto

PublicDependencyModuleNames.AddRange(new string]{ "Core", ...., " **GameplayTags**" });

```

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