BeginnerCrimsonCommon~30 min7 lessons

Setup & Foundations

Enable the foundation plugin, adopt the modular base classes, and use the shared systems every other plugin builds on.

What you'll learn

  • Explain what CrimsonCommon is and why the suite is built on it
  • Enable the plugin (and add the module in a C++ project)
  • Re-parent your core actors onto the Crimson modular base classes
  • Track replicated counts with tag stacks — ammo, charges, currencies
  • Broadcast and listen for gameplay messages without hard references
  • Bundle and grant GAS abilities with an Ability Set data asset
  • Confirm the foundation is ready for the gameplay plugins

Curriculum

  1. 1Meet CrimsonCommonWhat the shared contracts layer is, what's inside it, and why it decouples the suite.2 min
  2. 2Enable the PluginEdit → Plugins → tick CrimsonCommon → restart. C++ projects add one module line.4 min
  3. 3Adopt the Modular Base ClassesRe-parent your core actors onto the ACrimsonModular* bases and the Crimson Game Instance.6 min
  4. 4Track Counts with Tag StacksReplicated GameplayTag → count maps for ammo, charges, and currencies — add on the server, read anywhere.5 min
  5. 5Broadcast & Listen for MessagesThe tag-routed message bus: decouple gameplay events from their listeners with zero hard references.4 min
  6. 6Grant an Ability SetBundle GAS abilities, effects, and attributes into one data asset — grant and revoke them as a unit.5 min
  7. 7Verify & RecapConfirm the foundation is in place and understand how Common behaves from here on.2 min