# DT_Tags_* — Data Tables (11 assets)

> **UE5 Assets:** `Content/Framework/Core/DataTables/DT_Tags_{Category}`
> **Row Structure:** `GameplayTagTableRow`
> **Count:** 11 tables

---

## Create These Assets

### Step 1: Create All 11 Data Tables
For each category below, repeat this process:

1. Content Browser → `Content/Framework/Core/DataTables/`
2. Right-click → **Miscellaneous → Data Table**
3. Row Structure: `GameplayTagTableRow`
4. Name: `DT_Tags_{Category}`
5. Right-click the Data Table → **Import** → select the CSV file from `docs/blueprints/01-core/data-tables/DT_Tags_{Category}.csv`

### The 11 Tables

| # | Data Table | CSV Source | Namespaces |
|---|-----------|------------|------------|
| 1 | `DT_Tags_Player` | `DT_Tags_Player.csv` | Player.State, Stress, Posture, Movement, Camera, Body, Overlay, Vitals |
| 2 | `DT_Tags_Interaction` | `DT_Tags_Interaction.csv` | Interaction.Type, Context, Prompt, HidingSpot, Traversal, Door |
| 3 | `DT_Tags_Item` | `DT_Tags_Item.csv` | Item.Type, Slot, Rarity, Context |
| 4 | `DT_Tags_Narrative` | `DT_Tags_Narrative.csv` | Narrative.Flag, Phase, Choice, Ending, Trial, Cutscene, Lore, Objective |
| 5 | `DT_Tags_AI` | `DT_Tags_AI.csv` | AI.Alert, Archetype, Stimulus, Behavior, Memory |
| 6 | `DT_Tags_Save` | `DT_Tags_Save.csv` | Save, DeathSpace, Checkpoint, Respawn, RunHistory |
| 7 | `DT_Tags_Environment` | `DT_Tags_Environment.csv` | Environment.Atmosphere, Scare, Light, Pacing, Performance |
| 8 | `DT_Tags_Combat` | `DT_Tags_Combat.csv` | Combat.Damage, Weapon, Ammo, FireMode, HitReaction, Feedback, Shield |
| 9 | `DT_Tags_State` | `DT_Tags_State.csv` | State.Action, Overlay, Vital, Gating |
| 10 | `DT_Tags_Audio` | `DT_Tags_Audio.csv` | Audio.Bus, Room, Parameter, Surface |
| 11 | `DT_Tags_Achievement` | `DT_Tags_Achievement.csv` | Achievement |

### Step 2: Register All Tables with Engine
**⚠️ CRITICAL — Without this, NO tags are recognized!**

1. **Project Settings → GameplayTags → Gameplay Tag Table List**
2. Click `+` 11 times
3. Assign each `DT_Tags_*` Data Table to a slot
4. Restart editor (or recompile Blueprints) to refresh tag cache

### CSV Format
Each CSV has 3 columns:
```
Name,Tag,DevComment
Alive,"Framework.Player.State.Alive","Player is alive"
Dead,"Framework.Player.State.Dead","Player is dead"
...
```

---

## Test It
- [ ] Open `DA_GameTagRegistry` → call `GetAllRegisteredTags()` → returns ~334 tags
- [ ] Make Literal Gameplay Tag → type `Framework.Player.State.Alive` → recognized (not red)
- [ ] `Is Gameplay Tag Valid(Framework.Player.State.Alive)` → `true`
- [ ] `Is Gameplay Tag Valid(Fake.Tag)` → `false`
