Dynamic Skill Tree System

Sorry for double post, my double quote didn’t work. I would be interested in that as well

Can you give us a visual on how to do this please? I can understand it better if I see it.

Sorry for the delayed response. I’ll work on some visuals for you all tomorrow when I get back to the office.

Sorry, I didn’t see your question earlier. Assuming I’m understanding the question correctly, the easiest thing to do would be to use multiple skill point variables instead of the single variable that tracks available skill points, create multiple ones that you can increment individually. For instance, using your pistol levels up that skill and increments your Pistol Skill Point variable.

The changes to the system won’t be too difficult. First change would be to the skills data structure so you can specify what kind of skill point is required. Next would be changing available skill points checks in the SkillBox widget and SkillTreeSystem BP.

Let me know if I misinterpreted your question or not. I just woke up and I haven’t finished my coffee, lol. If so, this is something I can add into the road map. No ETA though. However, I will be starting on our own Skill Trees for Klepto’s multiplayer in the upcoming weeks and I expect I’ll be adding a lot more things to this system as a result. Once that work is complete I’ll submit the changes to the marketplace.

After re-reading the original question I realized I misinterpreted things but I ended up liking the idea enough that I’ve started working on a new function to support it. lol.

Original request was to have multiple tiers of advanced classes for each starter class. This is a much easier task.

I took that as a combo advanced class system so instead of Paladin being unlocked by spending 10 points in Soldier tree, it is unlocked by spending 5 points in Mage Tree and 5 points in Soldier Tree so both requirements must be met before that advanced tree is unlocked.

I’m working on a new function that supports both of those advanced class unlocks. To start, I modified the SkillTreeBuilder data structure to support up to 3 requirements.


When a skill point is spent, the new function will run to see if any requirements have been met for the advanced classes. If an advanced class has its defined requirements met, it will run the SkillTreeUnlocker function to allow points to be spent in that advanced class tree.

That’s exactly what I wanted, with the addition of a progress widget bar on the icons to see progress

Ok, great. The progress bar part is really easy to add since each skill box is already tracking the current amount of points applied to it and the max points that can be applied to it.

Hey Noble. Any ETA by chance on the Advanced Classes changes? Just wondering if I should hold off on implementation and customization.

Hey Arixsus!

Unfortunately, the only ETA I can say with certainty is that it won’t be this month. I’m currently on week 4 of having to work 90+hr workweeks for my day job and all of my remaining free time is focused on getting our early access launch build completed for Klepto which is going on sale at the end of the month on Steam. I hope to get these updates in at some point in mid-June but there’s too many factors at the moment to guarantee that.

Hey no worries! I understand the crunch. Best of luck with the Early Access!

Any News for an update to this pack?

Thanks

I am wrapping up an updated version to support the 3D widget interaction changes introduced in UE 4.13. It looks like the only thing this broke was mouse interaction with the 3D widgets. Gamepad and keypress should still be working for you but let me know if that isn’t the case. I’m also trying to get in the Borderlands style advanced tree. Here’s a WIP pic:

Was this abandoned?