What problem does it solve? Unreal Engine projects often rely on brittle enums, booleans, and string comparisons to model states, categories, and conditions, which break as systems grow. This Skill provides the correct UE 5.8 APIs and patterns for using Gameplay Tags — hierarchical, interned FName labels — so agents write tag-driven C++ that multiple systems (GAS, AI, animation, UI) can share. ## Core Features & Use Cases - Native tag declaration and definition: Covers UE_DECLARE_GAMEPLAY_TAG_EXTERN, UE_DEFINE_GAMEPLAY_TAG, UE_DEFINE_GAMEPLAY_TAG_COMMENT, and UE_DEFINE_GAMEPLAY_TAG_STATIC, including module registration timing and cross-module sharing. - Container and query operations: Documents FGameplayTagContainer operations (AddTag, HasTag, HasAny, HasAll, exact variants), single-tag matching (MatchesTag), and data-driven FGameplayTagQuery conditions editable by designers. - Integration patterns: Explains IGameplayTagAssetInterface, Blueprint exposure with UPROPERTY tag pickers, config via DefaultGameplayTags.ini and DataTables, and GAS integration points. - Use Case: An agent needs to model a character stun state that blocks abilities and drives UI. It defines TAG_State_Stunned natively, adds it to the character's FGameplayTagContainer, implements IGameplayTagAssetInterface, and gates ability activation with an FGameplayTagQuery. ## Quick Start Use the ue-gameplay-tags skill to define a native gameplay tag for a stunned state and query it from an actor's tag container in Unreal C++.