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.
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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-331042 in the post.
0 |
Component | UE - Gameplay - Gameplay Tags |
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Affects Versions | 5.4.3 |
Target Fix | 5.8 |
Created | Sep 22, 2025 |
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Updated | Sep 29, 2025 |