UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IGameplayTagsModule Class Reference

#include <GameplayTagsModule.h>

+ Inheritance diagram for IGameplayTagsModule:

Static Public Member Functions

static IGameplayTagsModuleGet ()
 
static bool IsAvailable ()
 

Static Public Attributes

static GAMEPLAYTAGS_API FSimpleMulticastDelegate OnGameplayTagTreeChanged
 
static GAMEPLAYTAGS_API FSimpleMulticastDelegate OnTagSettingsChanged
 

Additional Inherited Members

- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void StartupModule ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual void ShutdownModule ()
 
virtual bool SupportsDynamicReloading ()
 
virtual bool SupportsAutomaticShutdown ()
 
virtual bool IsGameModule () const
 

Detailed Description

The public interface to this module, generally you should access the manager directly instead

Member Function Documentation

◆ Get()

static IGameplayTagsModule & IGameplayTagsModule::Get ( )
inlinestatic

Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.

Returns
Returns singleton instance, loading the module on demand if needed

◆ IsAvailable()

static bool IGameplayTagsModule::IsAvailable ( )
inlinestatic

Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.

Returns
True if the module is loaded and ready to use

Member Data Documentation

◆ OnGameplayTagTreeChanged

FSimpleMulticastDelegate IGameplayTagsModule::OnGameplayTagTreeChanged
static

Delegate for when assets are added to the tree

◆ OnTagSettingsChanged

FSimpleMulticastDelegate IGameplayTagsModule::OnTagSettingsChanged
static

Delegate that gets called after the settings have changed in the editor


The documentation for this class was generated from the following files: