A node is defined by its costs, conditions, and events. This section explains how to configure them.
A Note on Flexibility: While the plug-in comes with some built in options, you can create your own Events, Conditions and even Costs. We will go over these topics in the advanced sections.
In a node's Details panel in the Skill Tree Editor, find the Cost | Node Costs
array.
+
icon.Cost Definition
.ActorIntegerProperty
: Uses an integer variable on your character (e.g., a "SkillPoints" variable). You must provide the exact variable name in Actor Resource Property Name
.GameplayAttributeValue
: Uses an attribute from the Gameplay Ability System (e.g., Attributes.SkillPoints
). You must select the attribute.CostAmount
.In a node's On Level Changed Events
array, click +
to add a new event. You can choose from several pre-made types:
GameplayEffect
to the character, perfect for passive stat boosts. You select the GE asset to apply.GameplayAbility
to the character.MaxWalkSpeed
).In a node's Activation Conditions
array, click +
to add a new rule.
UCrimsonSkillTreeManager
.You can make some robust conditions using the built in AND/OR condition types which allow you to require multiple conditions to be true, or just one.