CrimsonSkillTree · Lesson 5 of 6
Configure the Trees
Before you start
- Completed: Add the Manager to Player State
- An ST_Combat asset that compiles
Chapters
Configured Skill Trees
Select the Skill Tree Manager component on your Player State. In the Details panel, fill Configured Skill Trees — the list of trees this manager owns. Each entry pairs a type tag (e.g. SkillTree.Combat) with a UCrimsonSkillTree asset (your ST_Combat).
Initialization is automatic
The manager initializes itself in
BeginPlay — it binds to the owning pawn/controller and builds the runtime tree instances once they're ready, so there's no init function to call. GAS-driven conditions resolve the owner's Ability System Component automatically.Configure in C++
// Point the manager at the asset from the previous lesson — init is automatic.FCrimsonSkillTreeEntry Entry;Entry.SkillTreeTypeTag = FGameplayTag::RequestGameplayTag(FName("SkillTree.Combat"));Entry.SkillTreeAsset = CombatTreeAsset; // the UCrimsonSkillTree* you authoredSkillTreeManager->ConfiguredSkillTrees.Add(Entry);
Add trees at runtime too
Beyond the configured list, inject trees on the fly with
AddDynamicSkillTree (e.g. from equipment or a Game Feature) and remove them with RemoveDynamicSkillTree.Verify
Hit Play. The manager creates its tree instances without warnings, and
OnSkillTreeStateUpdated broadcasts when node state changes.