# Intro

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Actor tags are still quite common in Unreal engine, there are really useful for instance to [filter out actors](https://dev.epicgames.com/documentation/en-us/unreal-engine/finding-actors-in-unreal-engine#getspecificactorswithtag), in blueprint or [pcg graphs](https://dev.epicgames.com/documentation/en-us/unreal-engine/procedural-content-generation-framework-node-reference-in-unreal-engine#filter).\
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Compared to [Gameplay tags](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-tags-in-unreal-engine), they are simple strings that you can add or remove from actors ( or components ). This is quite error prone, as a simple typo can break your systems.\
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This utility widget allows you to create libraries of tags and assign and remove them with just a click.\
There is also a system of callbacks, when you assign or remove a tag, an editor utility blueprint function can be automatically executed to have custom post processes.

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### :arrow\_forward: Available on FAB: [Actor Tags Manager](https://www.fab.com/listings/98e08374-4f11-492f-b603-7eada9551986)

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{% hint style="danger" %}
Component tags are not supported by this tool.
{% endhint %}

### Features:

**Callbacks**

A system of callback is available as well, to automatically run editor utility blueprint function when a tag is assigned or removed.

**Settings**

Various settings are available on tags and libraries. Such as "hidden" parameter, or "deprecated" to prevent a tag to be assigned, but still shown in the list of tags ( to quickly see if this deprecated tag is still in use in the level ).

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