Gameplay tags are a very powerful feature introduced in Unreal Engine and nowadays pretty much everyone makes use of them, be it because of the Gameplay Ability System (GAS) or simply because of the need to categorize things.
Although they’re really powerful, as a project grows in size their number tends to increase by a fair bit and looking for the right tag at some point might take some time.
What not everyone knows is that the “search” can be avoided by simply adding a filter like so:
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(Categories="DST.Pawn"), Category = "PawnInfo") FGameplayTag PawnTag;
Basically the meta=(Categories=”DST.Pawn”) is telling the editor to only show children tags of “DST.Pawn”. Every other tag won’t clutter the tags panel when editing that property.
Cool right? What is even cooler is that you can also do it for functions 🙂
UFUNCTION(BlueprintCallable, BlueprintPure, Category ="DynamicSkillTree") FDSTPawnInfo GetPawnInfo(UPARAM(meta=(Categories="DST.Pawn")) FGameplayTag PawnTag);
The above does exactly the same as the previous example and avoids the risk of passing any unwanted tag to the function.