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gameplay-tags

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Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).

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Inspect the Agent Skill at https://github.com/kevinpbuckley/VibeUE/blob/HEAD/Content/Skills/gameplay-tags/SKILL.md and all supporting files. Report provenance, permissions, scripts, dependencies, and security risks. Propose an exact installation into .agents/skills/gameplay-tags, but wait for my approval before writing files or running scripts.

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🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "gameplay-tags"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Gameplay Tags Skill

Manage Unreal Engine Gameplay Tags. Core CRUD (add / remove / rename / list) is now owned by Unreal 5.8's native GameplayTagsToolset (call it via call_tool). VibeUE keeps only the delta the engine toolset does NOT provide — runtime hierarchy queries and bulk registration: unreal.GameplayTagService.has_tag / get_tag_info / get_children / add_tags.

Tags are written to INI config and registered at runtime — they appear immediately in the editor tag picker without restart.

Critical Rules

🔀 Where each operation lives

OperationUse
Add / remove / rename a single tag, list all tagsengine GameplayTagsToolset via call_tool (run describe_toolset for its action names/params)
Bulk-register many tags at onceunreal.GameplayTagService.add_tags([...], comment, source)
Check existenceunreal.GameplayTagService.has_tag(name)
Detailed info (comment/source/redirect/child count)unreal.GameplayTagService.get_tag_info(name)
Direct children of a tagunreal.GameplayTagService.get_children(parent)

The single-tag add_tag / remove_tag / rename_tag / list_tags helpers were removed from GameplayTagService in the 5.8 consolidation — use the engine GameplayTagsToolset for those. VibeUE's add_tags remains for registering several tags in one call.

⚠️ Do NOT Use ProjectSettingsService for Gameplay Tags

ProjectSettingsService.set_ini_value() writes to GConfig memory but does NOT register tags with UGameplayTagsManager. Tags created this way will not appear in tag pickers or dropdowns.

Use the engine GameplayTagsToolset (single-tag CRUD) or unreal.GameplayTagService.add_tags (bulk) for gameplay tag operations.

⚠️ Tag Names Use Dot Hierarchy

Tags use dot-separated hierarchy: Category.Subcategory.TagName

# ✅ CORRECT
unreal.GameplayTagService.add_tags(["Cube.StartChasing"])
unreal.GameplayTagService.add_tags(["Ability.Fireball.Cast"])

# ❌ WRONG - don't use spaces or special characters
unreal.GameplayTagService.add_tags(["Cube Start Chasing"])

⚠️ Default Source is DefaultGameplayTags.ini

Tags default to DefaultGameplayTags.ini source. This is the standard project-level tag source. You can specify a different source if needed, but the default is correct for most cases.

⚠️ Check Results

result = unreal.GameplayTagService.add_tags(["Cube.StartChasing"], "Event to start chasing")
if not result.success:
    print(f"Failed: {result.error_message}")

⚠️ Renames Register a Redirect — has_tag(old_name) Stays True

Renaming a tag (via the engine GameplayTagsToolset) updates the INI and registers a tag redirect so existing assets keep resolving the old name. Consequences:

  • has_tag(old_name) returns True after a rename — that is the redirect, not a failed rename.
  • get_tag_info(old_name) describes the redirect target; check its redirected_to field (non-empty = the requested name is a redirect, the value is the new canonical name).
  • Verify a rename with the engine toolset's list action or get_children(parent) — the old name will be gone from those listings — or check get_tag_info(old_name).redirected_to.

⚠️ get_tag_info Returns a Struct or None — NOT a Tuple

# ❌ WRONG — raises "cannot unpack non-iterable GameplayTagInfo"
found, info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")

# ✅ CORRECT
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
if info is not None:
    print(info.tag_name, info.comment)

Workflows

Add Tags for StateTree Events

When a StateTree transition needs OnEvent trigger, create the event tags first:

import unreal

# 1. Create the gameplay tags
result = unreal.GameplayTagService.add_tags(
    ["Cube.StartChasing", "Cube.StopChasing"],
    "StateTree chase events"
)
print(f"Added {len(result.tags_modified)} tags: {result.tags_modified}")

# 2. Now use them in StateTree transitions (via StateTreeService)

Add a Single Tag

Single-tag add lives in the engine GameplayTagsToolset — call it with call_tool (run describe_toolset on it for the exact action name and parameters). For one-or-many in a single call from Python, add_tags also accepts a single-element list:

import unreal

result = unreal.GameplayTagService.add_tags(
    ["Ability.Fireball.Cast"],
    "Triggered when player casts fireball"
)
if result.success:
    print(f"Tag added: {result.tags_modified[0]}")

List All Tags (with Filter)

Listing/filtering all tags is an engine GameplayTagsToolset action (via call_tool). To walk a specific subtree from Python, use get_children:

import unreal

# Direct children under "Cube"
for t in unreal.GameplayTagService.get_children("Cube"):
    print(f"{t.tag_name} (source={t.source}, children={t.child_count})")

Check Tag Existence Before Use

import unreal

tag_name = "Cube.StartChasing"
if unreal.GameplayTagService.has_tag(tag_name):
    print(f"Tag '{tag_name}' exists")
else:
    # Register it (bulk-capable VibeUE helper; or use the engine GameplayTagsToolset)
    unreal.GameplayTagService.add_tags([tag_name])

Inspect Tag Hierarchy

import unreal

# Get children of root "Cube" tag
children = unreal.GameplayTagService.get_children("Cube")
for child in children:
    print(f"  {child.tag_name} (explicit={child.is_explicit})")

Rename a Tag

Renaming is an engine GameplayTagsToolset action — call it via call_tool. Then verify the redirect from Python (the old name still resolves through the redirect, so has_tag stays True):

import unreal

# (rename Cube.StartChasing -> Cube.BeginChase via the engine GameplayTagsToolset, then:)
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
print(f"Old name now redirects to: {info.redirected_to}")  # 'Cube.BeginChase'

Remove a Tag

Removing a single tag is an engine GameplayTagsToolset action (via call_tool). Confirm it is gone from Python with has_tag / get_children on the parent.


API Reference

VibeUE delta (call as unreal.GameplayTagService.<method> via execute_python_code):

MethodReturnsDescription
has_tag(tag_name)boolCheck if tag exists (also True for redirected old names of renamed tags)
get_tag_info(tag_name)FGameplayTagInfo or NoneGet detailed tag info (struct or None — NOT a tuple)
get_children(parent_tag)[FGameplayTagInfo]Get direct children of a tag
add_tags(tag_names, comment, source)FGameplayTagResultBulk-register multiple tags (also works for one)

Single-tag add / remove / rename and list-all are provided by Unreal 5.8's native GameplayTagsToolset — reach it with call_tool; run describe_toolset for its actions.

FGameplayTagInfo Fields

FieldTypeDescription
tag_namestrFull tag name (as requested)
redirected_tostrIf the requested name was renamed, the new canonical tag it redirects to (empty if none). Other fields describe the redirect target.
commentstrDeveloper comment
sourcestrWhere tag was defined
is_explicitboolExplicitly defined vs implied parent
child_countintNumber of direct children

Sample scripts (run via execute_python_code)

  • scripts/add_tags.txt — register gameplay tags and list them.