Switch on Gameplay Tag Descendants

ubyte.dev - Code Plugins - Dec 1, 2022

Custom switch node that automatically generates out Exec pins from all descendants of a GameplayTag

  • Supported Platforms
  • Supported Engine Versions
    4.27, 5.0 - 5.1
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

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.



Sequence evaluation


✔️ 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.



Huge maintenance benefit


✔️ 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.



Questions


If you have any questions, feel free to ask them!



Changelog


  • v1.2.1 - Added a warning when no valid Root Tag is selected + minor adjustments.

Technical Details

Features:

  • Automatic pin generation.
  • Possibly evaluate and run every connected case like a sequence node.
  • Change whether tags should match exactly or partially.
  • Change the type of pins that are generated.


Code Modules:

  •  Gameplay Tag Switch Editor (UncookedOnly • Default Loading Phase)
  •  Gameplay Tag Switch Runtime (Runtime • Default Loading Phase)


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

Documentation: https://ubyte.dev/plugins/switch-on-gameplay-tag-descendants/