How-To: Display the Skill Tree

Goal: show a skill tree on screen and let the player interact with it. The ready-made screen and canvas live in the CrimsonCore plugin - you create Blueprint children, set a few defaults, and push the screen onto your UI. No code required.

Prerequisites
The CrimsonCore plugin enabled, a UCrimsonSkillTreeManager on your player (see Quick Start), and a UCrimsonInputConfig asset for the UI input actions.

1. Create the canvas and screen widgets

Canvas - a Widget Blueprint with parent class UCrimsonCoreSkillTreeGraph; add a Canvas Panel named NodeCanvasPanel (its BindWidget slot).

Screen - a Widget Blueprint with parent class UCrimsonCoreSkillTreeScreen; add your canvas widget to it as a child named SkillTreeGraph (its BindWidget slot).

Node style (optional) - a Widget Blueprint child of UCrimsonSkillTreeWidget_Node (implement On Update Node Appearance / On Node Hovered), assigned on the asset's GraphConfig Default Node Widget Class.

2. Configure the screen

On the screen Blueprint's Class Defaults:

SettingValue
Default Skill Tree Type TagThe tag of the tree to display
UI Input ConfigYour UCrimsonInputConfig asset
Zoom / Pan Move / Pan Toggle / Primary / Secondary TagThe UI input tag for each action
Input ConfigGameAndMenu - so input reaches the screen while it is open
Game Mouse Capture ModeCapturePermanently - keeps viewport focus so the cursor capture does not collapse on a click (the screen relies on this)
Ignore Move / Look Inputtrue - don't drive the character while the menu is up
Zoom Speed Factor / Min / Max Zoom Scale / Initial Canvas ScaleZoom feel (optional)

3. Author the input actions

In your UCrimsonInputConfig, add one UI Input Action per tag above. Any key works for any action - mouse buttons, wheel, mouse XY, keyboard, or gamepad - and all are rebindable:

ActionInput Action value typeTypical key
ZoomAxis1DMouse wheel
Pan MoveAxis2DMouse XY
Pan ToggleDigital (hold)Middle mouse
PrimaryDigitalLeft mouse / confirm
SecondaryDigitalRight mouse / cancel
Requires Enhanced Input support
Enable Enhanced Input Support in Project Settings -> Common Input. Primary/Secondary act on the node under the cursor (mouse) or the focused node (gamepad).

4. Show it

Push your screen Blueprint onto your CommonUI Menu layer. It resolves the local player's skill-tree manager, populates the canvas, and starts responding to the configured input. The selected-node detail (name, description, costs, level) is available for binding via the screen's view-model.

Stop the character moving under the menu
Ignore Move / Look Input covers movement and camera. To also suppress ability inputs while the menu is open, exclude your gameplay Input Mapping Contexts when a menu is active (Enhanced Input input-mode filtering).