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.

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.

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.

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