---
title: Gameplay Tags
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-tags-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文），供 wiki 引用；非全文
---

# Gameplay Tags

- User-defined strings functioning as conceptual, hierarchical labels, like booleans or flags. Examples: Character.Enemy.Zombie, Movement.Mode.Swimming, GameplayEvent.RequestReset. Any number of levels separated by `.`.
- Must be added to the tag dictionary: Project Settings (ini: Config/DefaultGameplayTags.ini, Config/Tags), Data Table (GameplayTagTableRow; editable while editor running; csv/json), C++ (NativeGameplayTags.h: UE_DECLARE_GAMEPLAY_TAG_EXTERN, UE_DEFINE_GAMEPLAY_TAG, UE_DEFINE_GAMEPLAY_TAG_COMMENT, UE_DEFINE_GAMEPLAY_TAG_STATIC). Add GameplayTags module to Build.cs. Editing .ini by text editor requires editor restart. Lyra: LyraGameplayTags.h/.cpp.
- FGameplayTagContainer: AddTag, RemoveTag, AppendTags; HasTag, HasAny, HasAll. Empty container input returns false except All functions.
- FGameplayTagQuery: Any/All/No Tags Match; Any/All/No Expressions Match (empty returns true for All/No).
- Restricted tags via Advanced Gameplay Tags; cannot be deleted in editor.
- IGameplayTagAssetInterface / GetOwnedGameplayTags: get tags without casting (ALyraTaggedActor).
