RealDocs

AActor::Tags

property Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWriteAdvancedDisplay

Description

An array of FName tags attached to this actor for grouping and querying purposes. Use ActorHasTag() to test membership without iterating manually.

Caveats & Gotchas

  • Tag comparison is case-sensitive by default — 'Enemy' and 'enemy' are treated as different tags. Standardise capitalisation in your project.
  • Tags are replicated only if you explicitly mark the actor or use a ReplicatedUsing callback; the array itself has no built-in replication.

Signature

TArray<FName> Tags

Examples

Check if an actor has a specific tag on BeginPlay Blueprint
Event BeginPlay Branch Condition Condition True False Print String In String Has Enemy tag! Has Enemy tag! Actor Has Tag Target is Actor Target Tag Enemy Return Value
Edit Blueprint graph Check if an actor has a specific tag on BeginPlay
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Add a tag and check for it C++
// In BeginPlay or wherever appropriate
Tags.AddUnique(FName("Destructible"));

// Later, from any code with an AActor* reference
if (MyActor->ActorHasTag("Destructible"))
{
    // handle destructible logic
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.