The free foundation the entire Crimson suite is built on.

Free · Foundation · Unreal Engine 5

One foundation. Every plugin builds on it — none depend on each other.

CrimsonCommon is the shared contract layer for the suite: replicated tag stacks, a tag-routed message bus, cross-plugin ability sets, the CommonUI layer system, and Game-Feature-ready base classes — so you enable only the plugins you want and they still cooperate.

Video coming soon

Why CrimsonCommon

One shared layer holds the contracts and utilities every Crimson plugin agrees on.

The Cardinal Rule

No Crimson plugin depends on another — only on Common. Plugins talk through shared interfaces, so you enable just what you need and everything still cooperates.

Modular base classes

Game-Feature-extensible Character, Pawn, Controller, State, GameMode/State, and AI bases. Reparent once and Game Features can attach components and abilities at runtime — it replaces ModularGameplayActors.

Replicated tag stacks

FCrimsonTagStackContainer stores (tag → count) on a FastArray and delta-replicates only what changed — ammo, charges, currencies, buildup. Dirtying is handled for you.

Cross-plugin ability sets

Bundle abilities, effects, and attributes into a CrimsonAbilitySet, then grant and revoke it across plugin boundaries through an interface — with no dependency on the GAS plugin.

Tag-routed message bus

UCrimsonMessageSubsystem broadcasts struct-typed events on gameplay-tag channels. Sender and receiver never reference each other — a dependency-free GameplayMessageSubsystem.

CommonUI foundation

A primary game layout, layer stack, and UI extension points, plus the login/session layer. Folds CommonGame and CommonUser into one layer you depend on.

A closer look

Enable it once, build on it forever

Tick CrimsonCommon in Edit → Plugins and restart. Blueprint projects need nothing else; C++ projects add one module line. From then on it's an implicit dependency — enabling any other Crimson plugin pulls it in automatically.

Video coming soon

Decouple plugins with contracts, not includes

When two systems must talk, the interface lives in CrimsonCommon and each side talks to the contract — never to the other plugin. Equipment can grant a weapon's abilities without ever including the ability-system plugin.

Video coming soon

Adopt incrementally — it's a toolbox, not a pipeline

Every piece is independent and opt-in. Reparent the Character today and the Player State later; use tag stacks without touching the message bus. Take only what your game needs.

Video coming soon

Technical details

Engine
UE 5.8
Platforms
Windows, Mac, Linux
Blueprint-ready
Yes
C++ required
No
Network replicated
Yes
Dependencies
GameplayAbilities, ModularGameplay, EnhancedInput, CommonUI, OnlineSubsystem
Last updated
June 2026

Frequently asked questions

Is it really free?
Yes. CrimsonCommon is free — it's the shared foundation the rest of the suite builds on, so every Crimson project starts here.
Do I need C++ to use it?
No. The base classes, tag stacks, message bus, ability sets, and UI layers are all Blueprint-accessible. C++ is there if you want it — the CRIMSON_LOG_* macros are the one C++-only feature.
Does it depend on other Crimson plugins?
No. CrimsonCommon is the root of the suite — the only plugin with no sibling Crimson dependency. Every other Crimson plugin depends on it, and through it they cooperate without referencing each other.
Will adopting it change how my game runs?
No. The modular base classes derive from Epic's and behave identically — reparenting changes the base, not the behavior. Adopt incrementally; nothing here is required beyond the pieces you choose to use.
What does it replace?
It folds Epic's ModularGameplayActors, CommonGame, and CommonUser sample plugins into one foundation, so you depend on a single layer instead of three.

Start with the foundation

CrimsonCommon is free and takes minutes to adopt. Enable it, swap in the modular base classes, and you're ready for the rest of the suite.