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.
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.

Screenshots
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?
Does it replicate in multiplayer?
Is it tied to a specific save system?
Does it depend on other Crimson plugins?
Ready to build your progression system?
Grab CrimsonSkillTree on Fab, then follow the Quick Start to get a tree on screen in minutes.
Completes your setup
Built on the free CrimsonCommon foundation, so it pairs cleanly with the rest of the suite:
A full Gameplay Ability System layer for UE5.
- Custom ASC & Abilities
- Slot-Based Augments
- Modifiers & Phases
- Graph-Based Combos
Fragment-based saving — each system owns its own data.
- Independent Fragments
- No Cross-Plugin Coupling
- Blueprint-Ready
Tag-driven Enhanced Input with GAS ability binding.
- Ability Input Binding
- Per-Player Rebinding
- Settings Modifiers
- CommonUI Actions