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Plugin 1.0 · Unreal Engine 5.8Source snapshot · Version details

Gameplay tags ​

Numeric item statistics ​

Runtime item stats are integer tag-stack counts. The core native tags include:

  • Ric.Item.Stat.StackCount: current quantity.
  • Ric.Item.Stat.MaxStackSize: stack capacity.
  • Ric.Item.Stat.Rotation: item rotation state.
  • Ric.Item.Stat.AmmoCount and Ric.Item.Stat.MaxAmmoCount: ammunition values.
  • Ric.Item.Stat.Condition, Energy, Weight, Health, MaxHealth, and Price under the same Ric.Item.Stat prefix.

The presence of a stat tag does not implement a gameplay system. For example, a weight tag does not by itself enforce a carrying limit.

Set initial numeric values through the stats fragment. Add/remove/set runtime stacks through the supported item or predicted operations and observe OnGameplayTagChanged.

Container purposes ​

Native purpose tags include:

  • Ric.Container.Type.Main
  • Ric.Container.Type.Pockets and Ric.Container.Type.Pockets.Pockets_1 through Pockets_4
  • Ric.Container.Type.Chest
  • Ric.Container.Type.World
  • Ric.Container.Type.Carrier
  • Ric.Container.Type.Swap

Use a purpose tag on the main container fragment. The swap tag identifies the internal buffer role; do not treat it as ordinary player storage.

Item categories ​

The plugin defines ammo, attachment, equipment, and weapon-class tags. Examples include:

  • Ric.Item.Ammo and Ric.Item.Ammo.556x45.
  • Ric.Attachment.Optic, Muzzle, Foregrip, TacticalDevice, and Magazine.
  • Ric.Equipment.Headgear, BodyArmor, Backpack, PrimaryWeapon, and other equipment roles.
  • Ric.WeaponClass.Pistol, SMG, Shotgun, AssaultRifle, and other weapon families.

Use your project's gameplay tags for additional categories. Reference the full source declarations when using a specific tag; short names above inherit the shown prefix.

Interaction state ​

Ric.Interaction.Hidden and Ric.Interaction.Disabled are separate state tags declared in the interaction module. Use the point's state setters on the server for shared visibility and permission changes.

Matching and lookup ​

Dynamic inventory filters check whether the item matches any configured tag. A tag-stack lookup is not the same as a container-purpose query.

In C++, include Statics/RicGameplayTags.h for core native constants. For example, RicGameplayTags::Item_Stat_MaxStackSize corresponds to Ric.Item.Stat.MaxStackSize. Use exact known tag names for gameplay logic instead of relying on partial-string lookup.