CrimsonSkillTree$39.99 5 (2)
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Replicated, GAS-integrated skill trees with a two-graph editor.

Gameplay · Unreal Engine 5

Ship skill trees that just work — replicated, GAS-native, designer-friendly.

Author each tree in a two-graph editor, connect nodes with material-capable splines, and let the server-authoritative runtime handle replication, respec, and loadouts.

Video coming soon

Why CrimsonSkillTree

Everything you need to design, ship, and maintain progression systems.

Two-graph authoring

Separate the Logic Graph (rules, costs, conditions) from the Visual Graph (layout) — with a live UMG preview of every node.

Material-capable splines

Designer-authored spline connections with swappable line-drawing policies (Straight / Elbow / Spline).

Server-authoritative runtime

Delta-only FastArray replication, atomic respec and loadout batches, and point budgets handled for you.

A save struct you own

State is exposed as a plain struct — no hard dependency on any save system.

Tooling that catches mistakes

9 compile-time validators with jump-to-node, plus a live PIE debugger that tints runtime state.

Input-agnostic widgets

A Blueprint-callable action API drives the UMG layer from any input system you already use.

A closer look

Design in a dedicated editor

Create a UCrimsonSkillTree asset and lay out nodes visually. The editor previews the exact UMG your players will see — no guesswork between authoring and runtime.

Drop in the runtime manager

Add UCrimsonSkillTreeManager to your Player State and it replicates with the player, surviving pawn respawns. Point budgets and atomic batches are handled for you.

Activate nodes from anywhere

Spend points and activate nodes from Blueprint or C++. The server validates the request and replicates the result to every client.

Technical details

Engine
UE 5.8
Platforms
Windows, Mac, Linux
Blueprint-ready
Yes
C++ required
No
Network replicated
Yes
Dependencies
CrimsonCommon, GameplayAbilities, CommonUI
Last updated
June 2026

Frequently asked questions

Do I need C++ to use it?
No. Everything is Blueprint-accessible. C++ is available if you want it, but the Quick Start is Blueprint-only.
Does it replicate in multiplayer?
Yes — the runtime is server-authoritative with delta-only FastArray replication.
Is it tied to a specific save system?
No. It exposes a plain save struct you can persist with any system, including CrimsonSaveSystem.
Does it depend on other Crimson plugins?
Only CrimsonCommon, per the suite's cardinal rule. No other Crimson plugin is required.

Ready to build your progression system?

Grab CrimsonSkillTree on Fab, then follow the Quick Start to get a tree on screen in minutes.