Everything inside the plugin intentionally avoids enforcing gameplay or UI patterns, allowing you to expand it as much as you need β whether youβre building simple skill leveling or a full MMO-style progression system. This page covers advanced usage patterns and ways to extend UMSS using Blueprints, C++, custom metadata, or custom systems.
π§± 1. Understanding the Extensibility Philosophy
UMSS intentionally does not include:- Stats or attributes
- Abilities
- Perk effects
- Talent systems
- XP source rules
- UI systems
- Level-up bonuses
- Skill Instances
- XP leveling
- Parent/child hierarchy
- Node unlock metadata
- A replication-safe runtime system
- Blueprint and C++ hooks
- Events for customization
- Custom combat frameworks
- Crafting systems
- Attribute systems (GAS or custom)
- UI panels
- Recipe/ability unlock systems
- Player progression
- Save/load systems
π§° 2. Custom XP Logic
UMSS does not impose how XP should be earned.You can implement XP logic anywhere in your project.
Examples of custom XP sources:
- XP based on damage dealt
- XP based on rarity of crafted items
- XP based on harvest yield
- Bonus XP for weak spots
- Time-based XP (MMO idle workers)
- XP loss on death
- XP multipliers at night/certain regions
Example Blueprint pattern:
Example C++ pattern:
π§© 3. Overriding Level-Up Behavior
UMSS fires the event:- OnSkillLeveledUp
Examples:
- Increase max stamina
- Improve attack speed
- Unlock new recipes
- Increase carry weight
- Reward talent points
- Trigger VFX/SFX
- Send UI notifications
- Trigger achievements
- Increase attribute-based stats
Blueprint pattern:
C++ pattern:
Override virtual function on your custom SkillComponent subclass.𧬠4. Extending Skill Instances (C++)
Skill Instances are intentionally lightweight, but you can subclass them to add custom behavior.Example: CustomSkillInstance
π³ 5. Creating Your Own Talent/Perk System
UMSS does not ship with a talent tree, but it provides:- Metadata arrays
- Hierarchical skill structure
- Node unlock API
- Node replication
- Node events
- WoW-style talent trees
- ESO-style skill lines
- Split specialization paths
- Rune/perk boards
- Passive bonuses
- Class upgrades
- Weapon mastery systems
Common pattern:
- Define metadata in the Skill Definition
- Build UI that reads the metadata
-
When a node is clicked:
- Client RPC β Server
- Server calls
UnlockNode()
- Apply effects in your own system
π 6. Adding Custom Metadata
Skill Definitions can store any custom data you need:- Float bonuses
- Tags for abilities
- Crafting unlocks
- Weapon mastery categories
- Specialization IDs
- UI grouping information
- Prestige requirements
- Seasonal bonuses
π§ 7. Custom Save/Load Systems
UMSS does not handle saving/loading because every project uses different persistence patterns. You can save:- Level
- Current XP
- Node unlocks
- Custom metadata
- Parent/child progression
Blueprint Save:
- Loop over all skills
- Store SkillTag, Level, XP, NodeUnlocks
Load:
- After OnSkillsInitialized
- Restore values
- Fire updates/refresh UI
C++ Save:
Use JSON, a profile manager, or Unrealβs save game system.π 8. Integrating with Other Frameworks
UMSS integrates well with:β Attribute Systems
(GAS or custom)Apply bonuses on level-up.
β Crafting Systems
Unlock recipes or improve yield.β Combat Frameworks
Increase damage, stamina, or attack speed.β Building/Construction Systems
Unlock building tiers.β Quest Systems
Reward XP or unlock perks.β Inventory Systems
Gate items behind skill requirements. UMSS acts as the skill backbone for all these systems.π 9. Multiplayer Customization
UMSS is fully replicated, but you may extend:- Custom RPCs
- Prediction wrappers
- Anti-cheat validation
- Party/shared XP systems
- Server-authoritative skill tracking
- Multi-server persistence
MMO-scale setups may require PlayerState-based storage and database persistence.
π₯ 10. Creating Your Own Skill Types
UMSS supports any type of skill, including:- Weapon mastery
- Crafting mastery
- Gathering efficiency
- Movement abilities
- Class abilities
- Spells
- Professions
- Prestige ranks
- Seasonal skills
- Faction skills
- Research skills
π§© 11. Replacing the Skill Component
Advanced users may subclass or fully replace the Skill Component.Example uses:
- Adding cooldowns
- Tracking active bonuses
- Adding reputation levels
- Multi-class skill profiles
- Switching skill profiles on the fly
- Server-side rule validation
π§ 12. Summary
UMSS gives you:- A flexible, safe, multiplayer-ready skill backbone
- Hierarchy, XP, levels, node metadata, and replication
- Optional perk/talent node unlocks
- Blueprint and C++ extensibility
- Save/load freedom
- 100% UI freedom
- 100% gameplay logic freedom
π Next Steps
π Example Implementations β Combat, crafting, and gathering XP examplesπ Troubleshooting β Common mistakes and how to fix them