How-To: Author a Skill Tree
Goal: build a tree's gameplay structure in the Logic graph (skills, dependencies, sub-nodes) and its player-facing layout in the Visual graph.
UCrimsonSkillTree asset open (Quick Start step 4).1. Build the Logic graph
In Logic mode, right-click -> Add Skill for each node and wire parent -> child (left to right). Everything unlockable at the start wires from the Root node's Out pin (Root is auto-spawned and can't be deleted).
Images/CrimsonSkillTree/howto-logic-graph.png| Node | Purpose |
|---|---|
| Root | Implicit prerequisite anchor; wire start-unlockable skills from its Out pin |
| Skill | Wraps a UCrimsonSkillTree_Node; hosts sub-nodes and the gameplay payload |
| Bridge | Auto-managed gate; activates when its prerequisites are met (sub-tree gating) |
| Reroute | Editor-only knot for tidy wiring; compile follows reroute chains through |
2. Attach sub-nodes (conditions, events, costs)
Click the + button on a section header (Conditions, Events, Costs) to add that sub-node type instantly; the Per-Edge header's + opens a small menu for Add Edge Condition / Add Edge Event. (Right-clicking the Skill -> Add Sub-Node still works too.) Sub-nodes are BT-style and drag-reorderable within their typed lane, and the color band shows the type.
Images/CrimsonSkillTree/howto-subnodes.png| Sub-node | Color | Payload |
|---|---|---|
| Activation Condition | Amber | UCrimsonSkillTree_ActivationConditionBase - must pass before the node activates |
| Node Event | Teal | UCrimsonSkillTree_NodeEventBase - fires on level-up / level-down / reset |
| Cost | Blue | FNodeResourceCost - flat or curve-scaled per level |
| Edge Condition / Edge Event | Amber / Teal (edge-scoped) | Gates / reacts to a specific incoming edge via a FromParentGuid selector (zero = all edges) |
3. Lay out the Visual graph
Switch to Visual mode. Each Logic Skill has a mirror that renders a live UMG preview of its node widget. Drag mirrors freely (positions are independent of logic), set a per-node PreviewWidgetClass / PreviewLevel in Details, and add Decoration nodes (Panel / Header / Divider) for framing.
Images/CrimsonSkillTree/howto-visual-graph.pngPreviewLevel you set. Style the connections next.See also
- How-To: Style Connections - material-capable spline lines
- Concept: Two-Graph Editor - Logic vs Visual sync semantics
- Concept: Compile Pipeline - how graphs become runtime data