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Quick Start: Blueprint

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  1. Enable the SkillDirector plugin and restart the Editor.
  2. Register concrete Gameplay Tags under Skill in the host project’s Gameplay Tags settings or tag source. The profile defines which registered tags are concrete Skills.
  3. If using progression, create Skill Progression Schedule Data Assets and enter positive XP costs in order. Leave a schedule unset to disable that progression path.
  4. Create a Skill Profile. Add concrete entries such as Skill.Psyche.Authority with 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.
  5. Add a Skill Component to the Actor and assign the profile. It initializes from the profile; the asset is not changed at runtime.

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 XP advances the profile’s finite global schedule and awards unspent Skill Points. Call Spend Skill Point with the exact Skill to invest one point permanently.
  • Grant Skill XP advances 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.
  • Base is 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 Modifier uses a stable FName key. Reasserting the same key on the same Skill updates the record rather than stacking it. Remove Modifier takes 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.