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Class GameplayTagsSettings

Class for importing GameplayTags directly from a config file.

Inheritance
System.Object
UObject
GameplayTagsList
GameplayTagsSettings
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.GameplayTags
Assembly: UE4DotNet.dll
Syntax
public class GameplayTagsSettings : GameplayTagsList
Remarks

FGameplayTagsEditorModule::StartupModule adds this class to the Project Settings menu to be edited. Editing this in Project Settings will output changes to Config/DefaultGameplayTags.ini.

Primary advantages of this approach are: -Adding new tags doesn't require checking out external and editing file (CSV or xls) then reimporting. -New tags are mergeable since .ini are text and non exclusive checkout.

To do: -Better support could be added for adding new tags. We could match existing tags and autocomplete subtags as the user types (e.g, autocomplete 'Damage.Physical' as the user is adding a 'Damage.Physical.Slash' tag).

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static GameplayTagsSettings DefaultObject { get; }
Property Value
Type Description
GameplayTagsSettings
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FastReplication

Declaration
public bool FastReplication { get; set; }
Property Value
Type Description
System.Boolean
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ImportTagsFromConfig

Declaration
public bool ImportTagsFromConfig { get; set; }
Property Value
Type Description
System.Boolean
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NetIndexFirstBitSegment

The length in bits of the first segment when net serializing tags. We will serialize NetIndexFirstBitSegment + 1 bit to indicate "more", which is slower to replicate

Declaration
public int NetIndexFirstBitSegment { get; set; }
Property Value
Type Description
System.Int32
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NumBitsForContainerSize

Numbers of bits to use for replicating container size, set this based on how large your containers tend to be

Declaration
public int NumBitsForContainerSize { get; set; }
Property Value
Type Description
System.Int32
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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WarnOnInvalidTags

Declaration
public bool WarnOnInvalidTags { get; set; }
Property Value
Type Description
System.Boolean

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static GameplayTagsSettings New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
GameplayTagsSettings

Operators

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Implicit(IntPtr to GameplayTagsSettings)

Convert from IntPtr to UObject

Declaration
public static implicit operator GameplayTagsSettings(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
GameplayTagsSettings
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