Quick Start: Blueprint
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Author and initialize
Section titled “Author and initialize”- Enable the
SkillDirectorplugin and restart the Editor. - Register concrete Gameplay Tags under
Skillin the host project’s Gameplay Tags settings or tag source. The profile defines which registered tags are concrete Skills. - If using progression, create
Skill Progression ScheduleData Assets and enter positive XP costs in order. Leave a schedule unset to disable that progression path. - Create a
Skill Profile. Add concrete entries such asSkill.Psyche.Authoritywith Display Name, Description, Starting Value, Base Min/Max, Effective Min/Max, and an optional per-Skill schedule. Assign an optional Global Progression Schedule to the profile. - Add a
Skill Componentto the Actor and assign the profile. It initializes from the profile; the asset is not changed at runtime.
Query and progress
Section titled “Query and progress”Use Has Skill or the Try Get... query nodes. A successful query returns a
separate value; a missing/unowned Skill is a failure, not an implicit zero.
Normal gameplay uses Effective Skill Value.
Grant Global XPadvances the profile’s finite global schedule and awards unspent Skill Points. CallSpend Skill Pointwith the exact Skill to invest one point permanently.Grant Skill XPadvances that Skill’s independent per-Skill schedule and automatically adds permanent Base increases.- Both paths can coexist. Global point investment does not change the per-Skill schedule index.
Baseis Starting Value plus invested global points plus XP-derived increases. Active modifiers are then added, and the result is clamped to the Skill’s Effective Min/Max.Set Modifieruses a stableFNamekey. Reasserting the same key on the same Skill updates the record rather than stacking it.Remove Modifiertakes that key.
Bind to the component’s Blueprint assignable events to observe committed Skill increases, Skill Point awards/investments, modifier changes, Effective value changes, and state restoration. Rejected and NoChange requests emit no semantic Changed event.
Skill values are not inherently percentages. Scales such as 1..5, 0..10,
and 0..100 are valid when the authored ranges are valid.