Crimson Plugin Suite

In-editor documentation for all Crimson plugins.

Every plugin stands alone
Each Crimson plugin is standalone: it depends only on Unreal Engine modules and plugins, never on another Crimson plugin, not even CrimsonCommon. It talks to the rest of your game through its own delegates, interfaces, static integration hooks, settings and ModularGameplay feature states. When you own several Crimson plugins, you connect them in your own game module; CrimsonCommon -> Concept: Connecting Crimson Plugins shows who needs what and how to wire them. CrimsonCommon itself is an optional toolbox (message bus, CommonGame-style player classes, modular actors, dev-tool library) that also hosts this wiki; no other plugin requires it.
CrimsonCore - the full-suite example (free, Discord)
CrimsonCore wires every Crimson plugin together into one runnable game - characters, abilities, input, camera, inventory, equipment, UI and more - and keeps all cross-plugin glue under Source/CrimsonCore/{Public,Private}/Integration/. It is not a Fab product: it is a free download from our Discord, and it compiles only with every Crimson plugin plus CrimsonCommon installed. Even if you never install it, its Integration/ folder is the worked example for wiring plugins yourself (CrimsonCore -> Concept: The Integration Layer).

Integration

Foundation

Gameplay

CrimsonAbilitySystem

A full Gameplay Ability System layer for UE5.

  • Custom ASC & Abilities
  • Slot-Based Augments
  • Modifiers & Phases
  • Graph-Based Combos

CrimsonActionBar

Keybound, paged action bars over a replicated binding store.

  • Automatic Stance Pages
  • Pluggable Providers
  • Server-Validated Edits
  • Layout Editor
  • UI-Agnostic Snapshots

CrimsonCamera

Mode-stacked, data-driven camera system with smooth blends.

  • Stackable Camera Modes
  • Runtime Push/Pop
  • Smooth Blends
  • Blueprint-Authored

CrimsonCombatText

Floating damage and healing numbers, pooled and replicated.

  • Pooled Widgets
  • Hierarchical Tag Styles
  • Curve Motion Presets
  • Multiplayer Replicated
  • Per-Player Filters

CrimsonEquipment

Equipment slots that grant abilities and spawn gear.

  • Slot-Based Equipping
  • Grants Abilities & Effects
  • Spawns Visual Actors
  • Interface-Decoupled

CrimsonHitDetection

Data-driven hit detection for melee, area, hitscan and projectiles.

  • GAS Target Data
  • Interpolated Sweeps
  • Composable Filters
  • Hit Zones
  • Pool-Ready Projectiles

CrimsonInput

Tag-driven Enhanced Input with GAS ability binding.

  • Ability Input Binding
  • Per-Player Rebinding
  • Settings Modifiers
  • Input Clash Analyzer

CrimsonInspector

Let any object describe itself to any UI.

  • Payload Bag
  • Blueprint Ready
  • Custom Payload Types
  • Category Filtering

CrimsonInteraction

GAS interaction layer: scanning, granting and conditions.

  • Scan Tasks
  • Server-Side Granting
  • Instant, Hold & Channel
  • Interaction Conditions

CrimsonInventory

Layout-agnostic, fully replicated inventory with bags and containers.

  • Pluggable Topology
  • Runtime Constraints
  • Scoped Containers
  • No RPCs to Write

CrimsonLoadingScreen

Game-instance-driven loading screens, fully automatic.

  • Condition-Based Show/Hide
  • Input Blocking
  • Weighted Tips
  • Character Preview

CrimsonMotionWarping

Motion warping that lands attacks at striking distance.

  • Authored Reach Band
  • Capsule-Aware Standoff
  • Turn-Speed Cap
  • Compile-Time Validation
  • Server-Validated Warps

CrimsonQuestSystem

Branching, networked quests driven by your gameplay events.

  • Stage Graph Editor
  • Per-Chain Co-op Sync
  • Fact Database
  • Hotfix Overlays

CrimsonSkillTree

Replicated, GAS-native skill trees with a two-graph editor.

  • Two-Graph Editor
  • Material Splines
  • Server-Authoritative
  • Atomic Respec & Loadouts

CrimsonTeams

Tag-based teams & factions with dynamic attitude.

  • Tag-Based Teams
  • Dynamic AI Re-Aggro
  • GAS Target Filtering
  • Team Colors
  • Multiplayer Dev Tools

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