gameplay-tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).
pinned to #87ec7e6updated 2 weeks ago
Ask your AI client: “install skills/gameplay-tags”.
Requires the metahub MCP server installed in your client. Set up MCP.
mh install skills/gameplay-tagsmetahub onboarded this repo on the author's behalf.
If you own github.com/kevinpbuckley/VibeUE on GitHub, claim the listing to take over publishing. Your claim preserves the existing eval history and badges; only the curator label is replaced with verified-publisher on your next publish.
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About this skill
Pulled from SKILL.md at publish time.
> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "gameplay-tags"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Evaluation report
WarningsAutomated checks the publisher passed at publish time — structure, docs, safety, and whether the artifact behaves as claimed.87ec7e6· 2 weeks ago
Kind-specific
31Skill: SKILL.md present
found at Content/Skills/gameplay-tags/SKILL.md · frontmatter source: SKILL.md
Skill: body content present
1,049 words · 8,105 chars · 19 sections · 9 code blocks
Skill: triggers declaredwarn
No `trigger` phrases in SKILL.md frontmatter
Add `trigger:` lines so Claude knows when to activate this skill — e.g. `when building MCP servers` or `for diagram creation`.
Skill: allowed-tools scope
no allowed-tools restriction (Claude may use anything)
Release history
1- releasecurrent87ec7e6warn2 weeks ago
Contents
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "gameplay-tags"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Gameplay Tags Skill
Manage Unreal Engine Gameplay Tags. Core CRUD (add / remove / rename / list) is now owned by
Unreal 5.8's native GameplayTagsToolset (call it via call_tool). VibeUE keeps only the
delta the engine toolset does NOT provide — runtime hierarchy queries and bulk registration:
unreal.GameplayTagService.has_tag / get_tag_info / get_children / add_tags.
Tags are written to INI config and registered at runtime — they appear immediately in the editor tag picker without restart.
Critical Rules
🔀 Where each operation lives
| Operation | Use |
|---|---|
| Add / remove / rename a single tag, list all tags | engine GameplayTagsToolset via call_tool (run describe_toolset for its action names/params) |
| Bulk-register many tags at once | unreal.GameplayTagService.add_tags([...], comment, source) |
| Check existence | unreal.GameplayTagService.has_tag(name) |
| Detailed info (comment/source/redirect/child count) | unreal.GameplayTagService.get_tag_info(name) |
| Direct children of a tag | unreal.GameplayTagService.get_children(parent) |
The single-tag
add_tag/remove_tag/rename_tag/list_tagshelpers were removed fromGameplayTagServicein the 5.8 consolidation — use the engineGameplayTagsToolsetfor those. VibeUE'sadd_tagsremains for registering several tags in one call.
⚠️ Do NOT Use ProjectSettingsService for Gameplay Tags
ProjectSettingsService.set_ini_value() writes to GConfig memory but does NOT register tags with UGameplayTagsManager. Tags created this way will not appear in tag pickers or dropdowns.
Use the engine GameplayTagsToolset (single-tag CRUD) or unreal.GameplayTagService.add_tags (bulk) for gameplay tag operations.
⚠️ Tag Names Use Dot Hierarchy
Tags use dot-separated hierarchy: Category.Subcategory.TagName
# ✅ CORRECT
unreal.GameplayTagService.add_tags(["Cube.StartChasing"])
unreal.GameplayTagService.add_tags(["Ability.Fireball.Cast"])
# ❌ WRONG - don't use spaces or special characters
unreal.GameplayTagService.add_tags(["Cube Start Chasing"])
⚠️ Default Source is DefaultGameplayTags.ini
Tags default to DefaultGameplayTags.ini source. This is the standard project-level tag source. You can specify a different source if needed, but the default is correct for most cases.
⚠️ Check Results
result = unreal.GameplayTagService.add_tags(["Cube.StartChasing"], "Event to start chasing")
if not result.success:
print(f"Failed: {result.error_message}")
⚠️ Renames Register a Redirect — has_tag(old_name) Stays True
Renaming a tag (via the engine GameplayTagsToolset) updates the INI and registers a tag
redirect so existing assets keep resolving the old name. Consequences:
has_tag(old_name)returns True after a rename — that is the redirect, not a failed rename.get_tag_info(old_name)describes the redirect target; check itsredirected_tofield (non-empty = the requested name is a redirect, the value is the new canonical name).- Verify a rename with the engine toolset's list action or
get_children(parent)— the old name will be gone from those listings — or checkget_tag_info(old_name).redirected_to.
⚠️ get_tag_info Returns a Struct or None — NOT a Tuple
# ❌ WRONG — raises "cannot unpack non-iterable GameplayTagInfo"
found, info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
# ✅ CORRECT
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
if info is not None:
print(info.tag_name, info.comment)
Workflows
Add Tags for StateTree Events
When a StateTree transition needs OnEvent trigger, create the event tags first:
import unreal
# 1. Create the gameplay tags
result = unreal.GameplayTagService.add_tags(
["Cube.StartChasing", "Cube.StopChasing"],
"StateTree chase events"
)
print(f"Added {len(result.tags_modified)} tags: {result.tags_modified}")
# 2. Now use them in StateTree transitions (via StateTreeService)
Add a Single Tag
Single-tag add lives in the engine GameplayTagsToolset — call it with call_tool
(run describe_toolset on it for the exact action name and parameters). For one-or-many in a
single call from Python, add_tags also accepts a single-element list:
import unreal
result = unreal.GameplayTagService.add_tags(
["Ability.Fireball.Cast"],
"Triggered when player casts fireball"
)
if result.success:
print(f"Tag added: {result.tags_modified[0]}")
List All Tags (with Filter)
Listing/filtering all tags is an engine GameplayTagsToolset action (via call_tool). To walk
a specific subtree from Python, use get_children:
import unreal
# Direct children under "Cube"
for t in unreal.GameplayTagService.get_children("Cube"):
print(f"{t.tag_name} (source={t.source}, children={t.child_count})")
Check Tag Existence Before Use
import unreal
tag_name = "Cube.StartChasing"
if unreal.GameplayTagService.has_tag(tag_name):
print(f"Tag '{tag_name}' exists")
else:
# Register it (bulk-capable VibeUE helper; or use the engine GameplayTagsToolset)
unreal.GameplayTagService.add_tags([tag_name])
Inspect Tag Hierarchy
import unreal
# Get children of root "Cube" tag
children = unreal.GameplayTagService.get_children("Cube")
for child in children:
print(f" {child.tag_name} (explicit={child.is_explicit})")
Rename a Tag
Renaming is an engine GameplayTagsToolset action — call it via call_tool. Then verify the
redirect from Python (the old name still resolves through the redirect, so has_tag stays True):
import unreal
# (rename Cube.StartChasing -> Cube.BeginChase via the engine GameplayTagsToolset, then:)
info = unreal.GameplayTagService.get_tag_info("Cube.StartChasing")
print(f"Old name now redirects to: {info.redirected_to}") # 'Cube.BeginChase'
Remove a Tag
Removing a single tag is an engine GameplayTagsToolset action (via call_tool). Confirm it
is gone from Python with has_tag / get_children on the parent.
API Reference
VibeUE delta (call as unreal.GameplayTagService.<method> via execute_python_code):
| Method | Returns | Description |
|---|---|---|
has_tag(tag_name) | bool | Check if tag exists (also True for redirected old names of renamed tags) |
get_tag_info(tag_name) | FGameplayTagInfo or None | Get detailed tag info (struct or None — NOT a tuple) |
get_children(parent_tag) | [FGameplayTagInfo] | Get direct children of a tag |
add_tags(tag_names, comment, source) | FGameplayTagResult | Bulk-register multiple tags (also works for one) |
Single-tag add / remove / rename and list-all are provided by Unreal 5.8's native
GameplayTagsToolset — reach it with call_tool; run describe_toolset for its actions.
FGameplayTagInfo Fields
| Field | Type | Description |
|---|---|---|
tag_name | str | Full tag name (as requested) |
redirected_to | str | If the requested name was renamed, the new canonical tag it redirects to (empty if none). Other fields describe the redirect target. |
comment | str | Developer comment |
source | str | Where tag was defined |
is_explicit | bool | Explicitly defined vs implied parent |
child_count | int | Number of direct children |
Sample scripts (run via execute_python_code)
scripts/add_tags.txt— register gameplay tags and list them.
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mh install skills/gameplay-tags