Unified Tag Mapper

Updated May 23, 2026

Unified Tag Mapper

Hyper uses a tag mapper component on the GameState called AC_GS_TagMapper. On this component, the exposed default-category variable Tag Mapper Objects stores the mapper objects used by the project.

Add a tag mapper object for each data table where gameplay tags should be pre-stored and mapped to data table rows.

In practice, the tag mapper generates a lookup map:

  • A data table uses gameplay tags as identifiers.
  • The mapper connects those tags to data table row names.
  • After initialization, code can retrieve the correct row structure from a gameplay tag.
  • The map is initialized once, stored, and then used for fast lookup.

AC_GS_TagMapper with Tag Mapper Objects on the GameState

Use the tag mapper macros

Hyper includes macros that should be used to retrieve structures from gameplay tags.

Single-category tag lookup

Use this when the tag is only used in one category. Break the result into the specific struct type you know the row uses. If you are unsure which struct is used, check the data table first.

Tag mapper macro for a tag used in one category

Exact match category lookup

Sometimes a tag can be used in multiple categories, such as Items and Equipment. In that case, use one of the predefined exact-match categories to filter the lookup, such as Items.Equipment or Items.

Tag mapper macro using exact match category filtering

Additional helpers

The tag mapper also includes helper functions for common lookup patterns.

Additional Unified Tag Mapper helpers