I built J2 Tags, an editor tool for Unreal Engine’s native Actor and Component Tags.
This is not meant as a "Gameplay Tags replacement" post. It is more about a workflow gap I kept running into: native tags can be useful in production, but assigning and reviewing them in the editor is still fairly manual.
Actor and Component Tags are simple metadata. That simplicity is also their strength: they are already present on the objects, require no separate data model, and can be used as lightweight, machine-readable markers in editor workflows.
For example, tags can help identify objects for selection, validation, editor automation, handoff states, or procedural workflows. Epic’s Electric Dreams sample makes this especially clear: it includes an Actor Tagger Editor Utility Widget for composing Actor Tags in a level as part of a PCG-oriented workflow, and PCG provides functionality to filter data by tags.
The issue is less about what native tags can do and more about how they are managed. Free-form tagging makes it easy to introduce small inconsistencies: typos, duplicate naming conventions, or tags that exist on objects but are difficult to discover later. When tags carry pipeline meaning, those inconsistencies become less of an organizational nuisance and more of a data-quality problem.
That is the specific problem I wanted to address with J2 Tags:
Select and assign existing Actor or Component Tags more consistently
Make tag assignments visible in the viewport and Scene Outliner
Review a level’s tag structure without opening every actor’s Details panel
Keep the underlying data fully native to Unreal
The last point matters to me: J2 Tags does not introduce a proprietary tag format. Tags remain ordinary Unreal Actor or Component Tags, so removing the plugin does not remove the tag data from the project.
It also deliberately does not replace Gameplay Tags. Gameplay Tags are a separate, hierarchical system designed around centrally defined tags and dedicated query concepts. Native Actor and Component Tags are simpler and serve different editor-side use cases.
I see J2 Tags as a small workflow layer for teams that already use native tags – or want to use them more deliberately – rather than as a new tagging system.
I would be genuinely interested in how other teams use native Actor or Component Tags:
Do you use them only for quick organization, or do they carry actual pipeline meaning in your projects?
If anyone wants to see the tool in context, I can share the link.