Users can obtain a FGameplayTag reference by calling FGameplayTag::RequestGameplayTag(TagName) passing in a path like MyCategory.MyGameplayTag.
Users can rename INI-defined tags in the editor via the Gameplay Tag Manager in project settings by right clicking a tag and choosing Rename. This results in a +GameplayTagRedirects entry in DefaultGameplayTags.ini. Thanks to this redirect assets will properly use the new gameplay tag path.
Code that still calls FGameplayTag::RequestGameplayTag() with the old tag name will fail to resolve the renamed tag. FGameplayTag::RequestGameplayTag() should take into account tag redirects so that renaming a gameplay tag in the editor doesn't result in code being unable to resolve it.
Repro steps:
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
Why does UV setting float2(1,1) display incorrectly in the material's custom node?
What ConsoleCommand can be executed to improve the quality of pixel stream images?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-194640 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Target Fix | 5.4 |
Fix Commit | 28223828 |
---|---|
Main Commit | 28223849 |
Created | Sep 6, 2023 |
---|---|
Resolved | Oct 2, 2023 |
Updated | Oct 3, 2023 |