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Draft: Migrate Gameplay Tags from INI Files into Native Gameplay Tags #70
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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.
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.
...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.
This makes assembling a gameplay tag from a root tag and suffix name more efficient by using a `NameBuilder` for this instead of concatenation.
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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