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.
- 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. - 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.
- 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.
- Open Manage Gameplay Tags. Search for
Berta.Ability.Movement.Jump,Berta.State.Movement.Jumping, andGameplayCue.Berta.Movement.Jump. Inspect their source and tooltip comments. - 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
- Architecture and UE 5.8 evidence: files, startup, dependencies, import policy, and staging assumptions.
- Conventions: names, composition, matching direction, explicit parents, and compatibility.
- Integration and GA_Jump: Blueprint, C++, GAS, and manual Sandbox adoption.
- Ownership and lifecycle: source of truth, overlapping contributions, authority, and cleanup.
- Extension and migration guide: adding, documenting, validating, deprecating, and redirecting names.
- Troubleshooting and manual verification: diagnosis and the checks that still require Unreal.
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.