Making Skills Do Things (Costs | Events | Conditions)

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.

Defining Costs (What Unlocking a Skill Node Costs)

In a node's Details panel in the Skill Tree Editor, find the Cost | Node Costs array.

  1. Add a new element to the array by clicking the + icon.
  2. Expand the new element and its Cost Definition.
  3. Cost Source: Choose how the cost is paid.
    • 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.
  4. Cost Curve: You can use a CurveTable asset to define how the cost changes per level. If you leave this empty, it will use the flat CostAmount.
  5. Node Cost

Creating Events (What Skill Nodes Do)

In a node's On Level Changed Events array, click + to add a new event. You can choose from several pre-made types:

Creating Conditions (How to Unlock Skill Nodes)

In a node's Activation Conditions array, click + to add a new rule.