Skill Tree Foundations
From an empty project to a replicated skill tree you can activate.
What you'll learn
- Enable CrimsonSkillTree and its CrimsonCommon dependency
- Add the runtime manager to your Player State — and know why it lives there
- Author a Skill Tree asset in the two-graph editor
- Register the tree so the manager builds it at runtime
- Activate a node through the validated server RPC and see it replicate
Curriculum
- 1What We'll BuildThe end result — a replicated tree with an activatable node — and the five steps to get there.2 min
- 2Enable the PluginTick CrimsonSkillTree (and CrimsonCommon), restart, and confirm it's on. C++ projects add one module line.3 min
- 3Add the Manager to Player StatePut UCrimsonSkillTreeManager on the Player State so it replicates and survives respawns.4 min
- 4Create Your First Skill TreeCreate a Skill Tree asset and wire a first skill from Root in the two-graph editor.6 min
- 5Configure the TreesRegister your asset in Configured Skill Trees — the manager self-initializes in BeginPlay.4 min
- 6Activate a Node at RuntimeOne call — RequestSkillNodeAction — validates on the server and replicates to clients.4 min