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[Developers] Migrate Gameplay Tags to C++ #60
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GuyPaddock
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enhancement
New feature or request
good first issue
Good for newcomers
tech debt
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Feb 8, 2024
Credit to Cinderblade on Discord for suggesting this change! |
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This organizes all the OpenPF2-related tags under "PF2" tag categories so that they don't clash with anything in a game that's using OpenPF2. This change also adds descriptions to all tag categories.
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This was identical to `FGameplayTag::RequestGameplayTag()` in the `FName` case, and not that much extra effort to invoke `FName()` ourselves in the `FString` case, so it doesn't make sense for this to exist.
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...as `ContainerHasTag()`. This makes more sense with the other tag-related utility methods in the library. We're also able to expose it to Blueprint, as long as we take in a const reference instead of a pointer.
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This makes assembling a gameplay tag from a root tag and suffix name more efficient by using a `NameBuilder` for this instead of concatenation.
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Previously, if a damage type passed in was not a recognized damage type, the damage callout would report `-999` as the damage. Now, it merely renders the proper damage amount in black text.
Nearly done implementing this, but I can say that this was definitely NOT a good first issue. There was a surprising amount of stuff that needed to be updated to switch to the new tag system. |
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This organizes all the OpenPF2-related tags under "PF2" tag categories so that they don't clash with anything in a game that's using OpenPF2. This change also adds descriptions to all tag categories.
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This was identical to `FGameplayTag::RequestGameplayTag()` in the `FName` case, and not that much extra effort to invoke `FName()` ourselves in the `FString` case, so it doesn't make sense for this to exist.
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...as `ContainerHasTag()`. This makes more sense with the other tag-related utility methods in the library. We're also able to expose it to Blueprint, as long as we take in a const reference instead of a pointer.
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This makes assembling a gameplay tag from a root tag and suffix name more efficient by using a `NameBuilder` for this instead of concatenation.
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Previously, if a damage type passed in was not a recognized damage type, the damage callout would report `-999` as the damage. Now, it merely renders the proper damage amount in black text.
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This organizes all the OpenPF2-related tags under "PF2" tag categories so that they don't clash with anything in a game that's using OpenPF2. This change also adds descriptions to all tag categories.
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This was identical to `FGameplayTag::RequestGameplayTag()` in the `FName` case, and not that much extra effort to invoke `FName()` ourselves in the `FString` case, so it doesn't make sense for this to exist.
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...as `ContainerHasTag()`. This makes more sense with the other tag-related utility methods in the library. We're also able to expose it to Blueprint, as long as we take in a const reference instead of a pointer.
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This makes assembling a gameplay tag from a root tag and suffix name more efficient by using a `NameBuilder` for this instead of concatenation.
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Previously, if a damage type passed in was not a recognized damage type, the damage callout would report `-999` as the damage. Now, it merely renders the proper damage amount in black text.
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This makes the code less fragile if tags get renamed in the future, since the tag names no longer appear in the code as strings. If the variable name is wrong, it will fail to build, rather than it being a run-time error.
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This makes the code less fragile if tags get renamed in the future, since the tag names no longer appear in the code as strings. If the variable name is wrong, it will fail to build, rather than it being a run-time error.
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As a Developer maintaining a project that relies on the OpenPF2 plug-in, I'd like it if the tags that the plug-in exposes and relies on were defined in C++ rather than in a tags INI file so that I don't have to keep the tag files in my project up to date with the plug-in and tags can be accessed from C++ quickly and directly.
Conditions of Acceptance
Trait.Condition.Dying.2
) in a blueprint: I'd expect the tag to appear in lists of tags in the blueprint editor.Skill.Athletics.Expert
) in C++ code:The text was updated successfully, but these errors were encountered: