Everything you need to know to use Gameplay Tag Sequencer
Everything you need to know to use Gameplay Tag Sequencer
Easily add Loose Gameplay Tags to actors during Level Sequence playback. This plugin allows you to apply tags dynamically using:
A bound object within the sequence
An actor soft object reference
The player character at runtime
Ideal for enabling abilities, unlocking features, or overriding tag-based restrictions during cutscenes and cinematics, seamlessly integrating with the Gameplay Ability System (GAS) and other tag-driven mechanics.
Number of Blueprints: 0
Number of C++ Classes: 5
Network Replicated: No
Supported Engine Versions:
Unreal Engine 5.4 - 5.5
Supported Development Platforms:
Windows: Yes
Mac: No
Supported Target Build Platforms: Win64
Additional Notes :
Future Update will implement adding or removing a gameplay tag by keyframe in level sequence
Enabling the Gameplay Tag Sequencer Plugin in Unreal Engine
After downloading Gameplay Tag Sequencer from the Unreal Engine Marketplace, follow these steps to enable it in your project:
Download & Install
Open the Epic Games Launcher and go to the Marketplace tab.
Search for Gameplay Tag Sequencer and click Install to Engine, selecting your Unreal Engine version.
Enable the Plugin
Open Unreal Engine and load your project.
Navigate to Edit > Plugins in the top menu.
Search for Gameplay Tag Sequencer in the Installed section.
Check the box to Enable the plugin.
Restart Unreal Engine when prompted to apply the changes.
Once enabled, Gameplay Tag Sequencer will be available for use in your project.
Create a New Level Sequence
Go to Cinematics > Add Level Sequence to create a new sequence.
Name the sequence and open it in the Sequencer window.
Add an Actor to the Sequence
Click the + Track button in the Sequencer.
Select Actor to Sequencer and choose any actor in the level.
Add a Loose Gameplay Tag Track
Click the + Track button on the actor you just added.
Navigate to Gameplay Tag Tracks and select Add Loose Gameplay Tag Track.
Configure the Loose Gameplay Tag Track
The Range submenu appears, which currently is the only option. This means the gameplay tag will only be enabled during the range (start - end) of the section it is added to.
No, an actor does not need a Gameplay Ability Component to use Loose Gameplay Tags in Sequencer. These tags function independently of the Gameplay Ability System (GAS) and can be applied to any actor dynamically during sequence playback.
This allows for precise control over gameplay tags in cinematics without requiring the full Gameplay Ability System.
After adding the Loose Gameplay Tag Track, you can:
Adjust the section length to control how long the tag is active.
Reposition the section anywhere within the sequence to time the tag's effect.
Modify section properties to customize how the tag is applied and to which actor.
What it does:
Holds one or more Gameplay Tags that will be applied when the section is active.
How to use it:
Click “+” to add a tag from the project's Gameplay Tag Library.
Tags can trigger effects, animations, or gameplay logic tied to them.
This property determines which actor will receive the gameplay tag. You can choose from four different options:
UseTrackBinding (Default): The tag will be applied to the actor already assigned to the track.
CustomBinding: Allows you to manually select an actor from the scene.
ActorSoftObjectRef: Uses a soft reference, meaning the actor doesn’t need to be loaded yet.
ActorTag: Finds an actor based on a gameplay tag instead of selecting one manually.
Player: At runtime it finds the current player pawn and uses it.
What it does: If ActorResolve = CustomBinding, this lets you manually select an actor from the scene.
How to use it: Click the dropdown and select an actor already in your level.
What it does: If ActorResolve = ActorSoftObjectRef, you can assign an actor that may not be loaded yet.
How to use it:
Drag & drop an actor from the Content Browser to reference it.
Useful when working with actors that are dynamically spawned.
What it does: If ActorResolve = ActorTag, this looks for an actor with a specific tag in the scene.
How to use it:
Type the Gameplay Tag Name assigned to the desired actor.
Ensures the tag applies even if the actor isn’t bound in Sequencer.