Although there’s a lot of things going on behind the scenes to make everything work, integration into your project only requires a couple of steps. I’ll be providing guides and video tutorials at release. Here’s an overview of the process:
- Create and import your skills data table from the provided template. This is a single CSV file is used for populating skill boxes for all the trees. I recommend populating this outside of engine with Excel or similar spreadsheet program.
- Customize the Skill Trees data table. This can quickly be done in engine unless you’re planning to have a crazy amount of skill trees. This determines theme, background images, etc.
- From your CharacterBP, add a SpawnActor node at begin play to spawn the Skill Tree System. This BP handles creating and managing your skill trees.
- Setup your skill unlock events. Each time a skill is purchased, it fires the skill unlock function on the SkillTreeSystem BP. This passes class,skill name, and tier (if multiple points can be spent in the skill). See example in image below.
Using the above example, if the player selects the “Fireball” skill from the Mage Skill Tree, a Boolean on the players instance of the Fireball spell BP will be set to true. The character BP will have a branch to check if that value is true before allowing it to be casted or equipped (depending on how you allow your characters to choose spells).
Alternatively, the skill could be a stat buff like the “Meditate” skill on the Mage Skill Tree. This is increasing the player’s max mana amount.
If you’re using 's Spell System or Character Attributes system from the Marketplace, I’ll have examples in the guide on how to apply stat buffs and spell unlocks with his systems.