CrimsonSkillTree · Lesson 4 of 6
Create Your First Skill Tree
Before you start
- Completed: Add the Manager to Player State
Chapters
1. Create the asset
Content Browser → right-click → Crimson → Skill Tree Asset. Name it (e.g. ST_Combat) and double-click to open the two-graph editor.
Logic vs Visual
Two modes share this one asset. Logic defines gameplay structure — what skills exist and how they depend on each other. Visual is the player-facing layout, with a live preview of each node's widget. Author rules in Logic; arrange the picture in Visual.
2. Add a skill from Root
In Logic mode you'll see an auto-spawned Root node — it can't be deleted; it's the anchor everything unlockable hangs off. Right-click → Add Skill, then drag from Root's Out pin into your new skill. Anything available from the start connects straight to Root.
3. Lay it out and compile
Switch to Visual mode to see the auto-spawned mirror node; drag it into position, then hit Compile. Compile turns your wiring into runtime data and runs the validators — you want your nodes reported with no validation errors.
UCrimsonSkillTree is a data asset — you author it in this editor. In code you only reference it (e.g. a TObjectPtr<UCrimsonSkillTree> on the manager's ConfiguredSkillTrees) and drive it by NodeGuid.