CrimsonCommon · Lesson 7 of 7
Verify & Recap
Before you start
- Completed the previous lessons
Chapters
Checklist
- Edit → Plugins shows CrimsonCommon enabled and the editor opened without errors.
- Each core Blueprint you reparented shows a
Crimson Modulartype as its Class Settings → Parent Class. - Press Play — the game runs exactly as before. Reparenting changes the base, not the behavior.
- You can add a tag stack on the server and read the count back on a client.
- A broadcast message reaches its listener, and an ability set grants (and revokes) as a unit.
Implicit dependency
From now on, CrimsonCommon is an implicit dependency — enabling any other Crimson plugin pulls it in automatically. You set the foundation once; everything else stands on it.
Next
Every other free plugin now drops straight onto this foundation — input, UI, saving, loading screens, and combat numbers each have their own Foundations course. When you're ready for a full gameplay system, the Skill Tree Foundations course stands a real, replicated skill tree on top of this setup.
What's next
The interaction contracts, context menus, UI layers, and MCP tooling all live in the CrimsonCommon docs — each is opt-in and ready when you need it.