Crimson Plugin Suite
In-editor documentation for all Crimson plugins.
Integration
Foundation
CrimsonCommon
The shared contract layer every Crimson plugin builds on.
- Replicated Tag Stacks
- Message Bus
- Ability-Set Bridge
- Modular Base Classes
CrimsonObjectPool
Actor pooling with an explicit acquire and release API.
- Replicated-Safe Pooling
- Frame-Budgeted Spawns
- Per-Class Capacity
- Bypass Switch
CrimsonSaveSystem
Fragment-based saving — each system owns its own data.
- Independent Fragments
- No Cross-Plugin Coupling
- Blueprint-Ready
CrimsonUI
Game-agnostic CommonUI foundation for menus and HUDs.
- Layer & Dialog System
- Activatable Widgets
- MVVM Base Classes
- World-Space Indicators
CrimsonSettings
Data-driven settings framework with a ready-made CommonUI screen.
- Data-Driven Options
- Zero-Glue Persistence
- CommonUI Screen
- Presets & Profiles
- Live Preview
Gameplay
CrimsonAbilitySystem
A full Gameplay Ability System layer for UE5.
- Custom ASC & Abilities
- Slot-Based Augments
- Modifiers & Phases
- Graph-Based Combos
CrimsonCamera
Mode-stacked, data-driven camera system with smooth blends.
- Stackable Camera Modes
- Runtime Push/Pop
- Smooth Blends
- Blueprint-Authored
CrimsonEquipment
Equipment slots that grant abilities and spawn gear.
- Slot-Based Equipping
- Grants Ability Sets
- 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
- Pooled Projectiles
CrimsonInput
Tag-driven Enhanced Input with GAS ability binding.
- Ability Input Binding
- Per-Player Rebinding
- Settings Modifiers
- CommonUI Actions
CrimsonInteraction
GAS-based interaction system for pickups and prompts.
- Scan Tasks
- Instant & Hold Abilities
- Hold-Input Logic
- UIExtension Feedback
CrimsonInventory
Layout-agnostic, fully replicated inventory and crafting.
- 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
CrimsonCombatText
Floating damage and healing numbers, pooled and replicated.
- Pooled Widgets
- Hierarchical Tag Styles
- Curve Motion Presets
- Multiplayer Replicated
- Per-Player Filters
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
CrimsonMotionWarping
Motion warping that lands attacks at striking distance.
- Authored Reach Band
- Capsule-Aware Standoff
- Turn-Speed Cap
- Compile-Time Validation
- Server-Validated Warps