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Skills and Profiles

Review draft. This source page has not completed website editorial and release-specific verification.

Every Skill uses an exact Gameplay Tag beneath Skill, for example Skill.Intellect.Logic or Skill.Psyche.Authority. The native plugin registers the Skill root. The host project registers concrete descendant tags using its Gameplay Tags source/settings. A Skill Profile’s entries define the component’s owned concrete Skills. A parent/category tag is not itself a concrete Skill unless it is a valid authored concrete entry; lookup is always exact and never falls back through the hierarchy.

Do not create authoritative Dialogue.Skill.*, CharacterState.Skill.*, or other parallel namespaces.

USkillProfile owns an ordered set of concrete Skill definitions and an optional Global Progression Schedule. Each FSkillDefinition includes:

  • SkillId, DisplayName, and Description;
  • StartingValue, the initial permanent value;
  • BaseMin and BaseMax, bounds on permanent progression;
  • EffectiveMin and EffectiveMax, bounds applied after modifiers;
  • an optional per-Skill Progression Schedule.

Invalid authoring is reported by Unreal Data Validation; it is not repaired by clamping or deleting entries. Referenced schedules must be valid. A missing global schedule disables Global XP progression; a missing per-Skill schedule disables XP advancement for that Skill.

Base = StartingValue + GlobalSkillPointsInvested + PerSkillXPIncreasesEarned
Effective = Clamp(Base + sum(active signed modifiers), EffectiveMin, EffectiveMax)

The values use signed int32 and have no fixed scale. Valid profiles may use 1..5, 0..10, 0..100, or another game-appropriate range. Skill Director does not interpret a value as a percentage: Effective Skill 3 alone does not mean a 3% success chance. Consumers define how the number contributes to gates or checks.