BeginnerCrimsonCombatText~30 min8 lessons

Combat Text Foundations

Floating combat numbers, replicated right: motion presets, a tag-driven style registry, pooled widgets, per-player filters.

What you'll learn

  • Explain the server → replication component → client subsystem flow
  • Author a motion set and a hierarchical tag-driven style registry
  • Broadcast combat text from server code safely
  • Filter what each player sees with local player settings
  • Position pops with sockets and scale them by camera distance
  • Exercise everything with the built-in dev tools

Curriculum

  1. 1Display-Only, By DesignThe server broadcasts an event; each client filters, styles, and pools its own widgets.2 min
  2. 2Enable the PluginTick CrimsonCombatText (and CrimsonCommon), restart. C++ projects add one module line.2 min
  3. 3Create the Motion Set & Style RegistryTwo data assets: how pops move, and how tags choose their look — hierarchy and modifiers instead of a rule per combination.5 min
  4. 4Create the Combat Text Widget & Point SettingsA Rich Text Block named TextBlock, a text style set, and the project settings that load your assets.4 min
  5. 5Replicate & BroadcastThe replication component goes on the Game State; the server builds an event and broadcasts it.5 min
  6. 6Per-Player FiltersEach player chooses what they see: own damage, ally damage, heals, crits-only — locally, never replicated.4 min
  7. 7Position & ScaleSockets and offsets place the pop; a distance curve keeps it readable at any range.4 min
  8. 8Test with the Dev ToolsSpawn pops on demand, flip filters live, watch how a tag resolved, and inspect the pool — without writing a damage system first.4 min