Description

When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay tags for the tag category specified.

Steps to Reproduce

1. Create a Struct containing a GameplayTag member

USTRUCT(BlueprintType)
struct FMyStruct
{
  GENERATED_BODY()
public:
  UPROPERTY(EditAnywhere, BlueprintReadWrite)
  FGameplayTag _MyGeneralTag;

  // Other properties...
}

2. Create an Actor or Component with a TMap that uses that gameplay tag struct, for example:

// Somewhere in a component or actor
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (Categories = "Layer1.Layer2"))
TMap<FGameplayTag, FMyStruct> _MyMapping;

Expected
_MyMapping's Key(the gameplay tag) only shows tags under Layer2. And inside the value of that mapping _MyGeneralTag should be showing all tags without any filtering.

Actual
_MyGeneralTag shows tags only under Layer2

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Unresolved
ComponentUE - Gameplay - Gameplay Tags
Affects Versions5.4.3
Target Fix5.8
CreatedSep 22, 2025
UpdatedSep 29, 2025
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