UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGameplayTagNode Struct Reference

#include <GameplayTagsManager.h>

Public Member Functions

 FGameplayTagNode ()
 
 FGameplayTagNode (FName InTag, FName InFullTag, TSharedPtr< FGameplayTagNode > InParentNode, bool InIsExplicitTag, bool InIsRestrictedTag, bool InAllowNonRestrictedChildren)
 
const FGameplayTagContainerGetSingleTagContainer () const
 
const FGameplayTagGetCompleteTag () const
 
FName GetCompleteTagName () const
 
FString GetCompleteTagString () const
 
FName GetSimpleTagName () const
 
TArray< TSharedPtr< FGameplayTagNode > > & GetChildTagNodes ()
 
const TArray< TSharedPtr< FGameplayTagNode > > & GetChildTagNodes () const
 
TSharedPtr< FGameplayTagNodeGetParentTagNode () const
 
FGameplayTagNetIndex GetNetIndex () const
 
GAMEPLAYTAGS_API void ResetNode ()
 
bool IsExplicitTag () const
 
bool GetAllowNonRestrictedChildren () const
 
bool IsRestrictedGameplayTag () const
 

Friends

class UGameplayTagsManager
 
class SGameplayTagWidget
 
class SGameplayTagPicker
 

Detailed Description

Simple tree node for gameplay tags, this stores metadata about specific tags

Constructor & Destructor Documentation

◆ FGameplayTagNode() [1/2]

FGameplayTagNode::FGameplayTagNode ( )
inline

◆ FGameplayTagNode() [2/2]

FGameplayTagNode::FGameplayTagNode ( FName  InTag,
FName  InFullTag,
TSharedPtr< FGameplayTagNode InParentNode,
bool  InIsExplicitTag,
bool  InIsRestrictedTag,
bool  InAllowNonRestrictedChildren 
)

Simple constructor, passing redundant data for performance

Member Function Documentation

◆ GetAllowNonRestrictedChildren()

bool FGameplayTagNode::GetAllowNonRestrictedChildren ( ) const
inline

Returns true if the tag is a restricted tag and allows non-restricted children

◆ GetChildTagNodes() [1/2]

TArray< TSharedPtr< FGameplayTagNode > > & FGameplayTagNode::GetChildTagNodes ( )
inline

Get the children nodes of this node

Returns
Reference to the array of the children nodes of this node

◆ GetChildTagNodes() [2/2]

const TArray< TSharedPtr< FGameplayTagNode > > & FGameplayTagNode::GetChildTagNodes ( ) const
inline

Get the children nodes of this node

Returns
Reference to the array of the children nodes of this node

◆ GetCompleteTag()

const FGameplayTag & FGameplayTagNode::GetCompleteTag ( ) const
inline

Get the complete tag for the node, including all parent tags, delimited by periods

Returns
Complete tag for the node

◆ GetCompleteTagName()

FName FGameplayTagNode::GetCompleteTagName ( ) const
inline

◆ GetCompleteTagString()

FString FGameplayTagNode::GetCompleteTagString ( ) const
inline

◆ GetNetIndex()

FGameplayTagNetIndex FGameplayTagNode::GetNetIndex ( ) const
inline

Get the net index of this node

Returns
The net index of this node

◆ GetParentTagNode()

TSharedPtr< FGameplayTagNode > FGameplayTagNode::GetParentTagNode ( ) const
inline

Get the parent tag node of this node

Returns
The parent tag node of this node

◆ GetSimpleTagName()

FName FGameplayTagNode::GetSimpleTagName ( ) const
inline

Get the simple tag for the node (doesn't include any parent tags)

Returns
Simple tag for the node

◆ GetSingleTagContainer()

const FGameplayTagContainer & FGameplayTagNode::GetSingleTagContainer ( ) const
inline

Returns a correctly constructed container with only this tag, useful for doing container queries

◆ IsExplicitTag()

bool FGameplayTagNode::IsExplicitTag ( ) const
inline

Returns true if the tag was explicitly specified in code or data

◆ IsRestrictedGameplayTag()

bool FGameplayTagNode::IsRestrictedGameplayTag ( ) const
inline

Returns true if the tag is a restricted tag

◆ ResetNode()

void FGameplayTagNode::ResetNode ( )

Reset the node of all of its values

Friends And Related Symbol Documentation

◆ SGameplayTagPicker

friend class SGameplayTagPicker
friend

◆ SGameplayTagWidget

friend class SGameplayTagWidget
friend

◆ UGameplayTagsManager


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