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Universal Gameplay Tags catalog

A Gameplay Tag is a named, hierarchical label in Unreal's shared tag dictionary. An object can store tags in an FGameplayTag or FGameplayTagContainer, expose them through a tag provider, or use them as configuration for GAS. Projects evaluate these labels to make decisions. A label has no executable behavior of its own.

BertaGASCompanionExt provides 474 explicit tags across 23 conceptual families, ready to reuse in Unreal Engine 5.8 projects. The catalog supplies a common vocabulary for recurring concepts so each new prototype does not need to invent its own jump, life-state, damage, inventory, targeting, and presentation terminology. Projects can adopt any subset. Implicit parent nodes visible in the picker are additional hierarchy nodes, not additional explicit catalog entries.

The ordinary namespace is Berta.*. Cosmetic cue identifiers use GameplayCue.Berta.* so they participate in Unreal's native cue hierarchy. Names are stable API: serialized assets and code can depend on them. Read conventions before inventing a near-equivalent name.

Start using the catalog

For static actor classifications and spatial reference markers stored as native Actor Tags (FName), see the base plugin's separate Actor Tag vocabulary. It works with BertaGASCompanionExt disabled and does not change this catalog's names or semantics. Gameplay Tag hierarchy matching does not apply to Actor Has Tag comparisons.

  1. Install the existing BertaDevKit and BertaGASCompanionExt plugins in your UE 5.8 project, preserving their directory structure including Config/Tags. Install a licensed local GAS Companion copy, either as a discoverable engine plugin or project plugin. Commercial source is not distributed here.
  2. Enable GAS Companion and BertaGASCompanionExt in Edit → Plugins. The extension descriptor also declares its BertaDevKit and other existing native prerequisites. Resolve missing dependencies before continuing.
  3. Restart Unreal Editor. In Edit → Project Settings → Project → Gameplay Tags, keep Import Tags From Config enabled. This is the native default in the inspected UE 5.8.2 installation; do not change a project's deliberate policy silently. See the registration details.
  4. Open Manage Gameplay Tags. Search for Berta.Ability.Movement.Jump, Berta.State.Movement.Jumping, and GameplayCue.Berta.Movement.Jump. Inspect their source and tooltip comments.
  5. Select a registered tag in a Blueprint Gameplay Tag property or container. Follow the integration guide to give that selection a project-owned use.

Enabling the catalog registers vocabulary. It does not grant an ability, add actor-owned tags, apply an effect, change movement, bind input, emit an event, execute a cue, apply cooldowns, create attributes, or install replication/gameplay logic. An empty ASC remains empty after registration. Availability in the picker is different from ownership on an actor.

Reading path

Family reference

Every registered tag has its own heading and explanation in the appropriate reference page. Entries specify meaning, scope, suggested owner, lifecycle, example, implementation responsibility, and useful related-entry links. Suggested owners are recommendations for project systems; the plugin does not create them.

Family Explicit tags Domain
Ability 52 Capability identifiers
State 51 Actor conditions
Status 23 Recipient conditions
Event 50 Occurrences and transitions
Cooldown 48 Potential GAS cooldown restrictions
Damage 23 Type, source, and hit-zone classifications
Effect 8 Effect-purpose classifications
Resource 10 Resource concepts, independent of numeric providers
Input 17 Input-intent labels
Interaction 16 Affordances and their availability
Equipment 12 Equipment positions and instance conditions
Weapon 18 Weapon types, fire modes, and conditions
Item 16 Item types, rarity, and instance conditions
Inventory 8 Inventory conditions and transaction events
Targeting 18 Selection geometry, relations, and predicates
AI 17 Decisions, perception labels, and archetype roles
Quest 11 Participant quest and objective records
Progression 6 Progression events and derived conditions
World 19 Surface, region, and weather metadata
Vehicle 10 Vehicle types, operation, and seat roles
Camera 8 Camera policies
UI 13 Local contexts, element state, and prompt metadata
GameplayCue 20 Cosmetic feedback identifiers
Total 474 Explicit declarations only

Verification boundary

The static checker verifies the approved name set, counts, configuration structure, comments, and documentation coverage. MkDocs checks the documentation site. UBT can check C++ compilation with the optional plugin explicitly included. None of those proves the picker, packaged runtime, network behavior, or a Sandbox Blueprint works. Follow the manual checklist for those checks. No Unreal process is required to run the static checker or MkDocs.