CrimsonSkillTree · Lesson 1 of 6
What We'll Build
Before you start
- The CrimsonCommon — Setup & Foundations course
- Unreal Engine 5.8+
Chapters
What we'll build
By the end of this course you'll have a skill tree asset, a manager that owns its runtime state on the Player State, and a node you can activate from code or Blueprint — replicated to clients.
How it works
You author each tree in a two-graph editor: the Logic graph captures gameplay structure (nodes, dependencies, costs) and the Visual graph captures the player-facing layout with a live preview. The runtime is server-authoritative with delta-only replication, and it exposes its state as a plain save struct — no save-system dependency.
Dependencies
Needs one Crimson plugin — CrimsonCommon — plus engine plugins (GameplayAbilities, CommonUI, GameFeatures, ModularGameplay) the editor enables for you. The plugin owns no input bindings: it exposes an action API your project drives from any input layer.
The five steps
- Enable the plugin
- Add the manager to your Player State
- Create a Skill Tree asset
- Configure the trees
- Activate a node at runtime