CrimsonSkillTree · Lesson 1 of 6

What We'll Build

Beginner2 minOverview

Before you start

  • The CrimsonCommon — Setup & Foundations course
  • Unreal Engine 5.8+
Video coming soon

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.

Prerequisite
This course builds on CrimsonCommon — Setup & Foundations. CrimsonSkillTree depends on CrimsonCommon.

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

  1. Enable the plugin
  2. Add the manager to your Player State
  3. Create a Skill Tree asset
  4. Configure the trees
  5. Activate a node at runtime