Custom switch node that automatically generates out Exec pins from all descendants of a GameplayTag
Switch on Gameplay Tag Descendants is a custom switch node that automatically generates Out Execution pins from all descendants of a GameplayTag.
Official plugin page (Contains a short video).
This is particularly useful when your Gameplay Tag descendants represent a variety of gameplay options, and you want to add more cases down the road without updating your pins/branches constantly. 😃
You'll immediately see which case is not handled in your graph, as gameplay tag changes are reflected accordingly.
✔️ One major feature is the capability to evaluate each connected case like a sequence node! Normally, each switch statement immediately jumps to the next pin without considering the rest (which is okay for single values).
⚡ Unconnected pins never influence runtime performance. Only connected pins are compiled.
✔️ The node's hover tooltip explains what behavior is currently active, along with a small node title change.
✔️ You no longer need to use a lot of branches and HasTag nodes, which is a huge workflow improvement if you're using a lot of gameplay tags.
✔️ It's easier than ever to add more 'gameplay options' down your entire project and spot which cases have (not) been handled implementation-wise.
If you have any questions, feel free to ask them!
Number of Blueprints: 0
Number of C++ Classes: 3
Network Replicated: No
Supported Development Platforms: Win64, Linux, Mac
Supported Target Build Platforms: Win64, Linux, Mac, Android, IOS