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This page walks you through installing the Universal Skill System (UMSS) plugin, enabling required settings, and preparing your project for skill definitions, XP logic, and UI integration. UMSS is designed to be data-driven, network-ready, and compatible with any Unreal Engine project without requiring C++.

โš™๏ธ 1. Install the Plugin

Marketplace Install

  1. Open Epic Games Launcher
  2. Go to Unreal Engine โ†’ Marketplace
  3. Search for Ultimate Multiplayer Skill System
  4. Click Install to Engine
  5. Select your engine version (UE 5.6 / 5.7)

Project Activation

  1. Open your project
  2. Go to Edit โ†’ Plugins
  3. Search for Universal Skill System
  4. Enable the plugin
  5. Restart the editor when prompted
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๐Ÿ“ 2. Plugin Folder Structure (Reference)

When installed, the plugin appears under:
YourProject/Plugins/UMSS/
Inside the plugin:
UMSS
 โ”œโ”€โ”€ Content/         (Example assets, UI, sample trees)
 โ”œโ”€โ”€ Source/
 โ”‚    โ”œโ”€โ”€ UMSS/       (Core runtime code)
 โ”‚    โ””โ”€โ”€ UMSSEditor/ (Editor-only utilities)
 โ””โ”€โ”€ Resources/       (Icons, metadata)
This is just a reference โ€” customers rarely need to touch the internal folders.

๐Ÿ”ง 3. Required Project Settings

UMSS is intentionally lightweight, so setup is simple.

3.1 Gameplay Tags (Required)

UMSS uses Gameplay Tags for:
  • Skill identifiers
  • XP sources
  • Talent tree connections
  • UI grouping
  • Special-case skill behavior
If you donโ€™t already have Gameplay Tags enabled:
  1. Go to Edit โ†’ Project Settings โ†’ Gameplay Tags
  2. Enable Import Tags from Config
  3. Enable Fast Replication (recommended for multiplayer)
UMSS uses Gameplay Tags to identify skills, XP sources, talent tree nodes, and category groupings.
The plugin does not ship with any default tags โ€” you may create whatever structure fits your project.
(You may use these examples or create your own.)
Skill
Skill.Combat
Skill.Crafting
Skill.Gathering
Skill.Magic
Skill.Parent
Skill.Child
Skill.XP
Skill.Pool.Default
These are simply suggestions.
UMSS does not require any specific tag names.
๐Ÿ“Œ NOTE:
UMSS reads whatever tags you assign to your Skill Definitions and uses them internally for lookup, grouping, and XP routing.

๐Ÿงฉ 4. Add the Skill Component to Your Player Controller

UMSS requires your Player Controller (or Player State for persistent MMO style) to have a USkillComponent.
  1. Open your PlayerController Blueprint
  2. Add a Skill Component
  3. Name it SkillComponent
  4. Compile & Save
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C++ Setup (Optional)

UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<USkillComponent> SkillComponent;

ConstructorClass()
{
    SkillComponent = CreateDefaultSubobject<USkillComponent>(TEXT("SkillComponent"));
}
This is all you need; the component loads skill data automatically at runtime.

๐Ÿ“š 5. Preparing Your Skill Database

UMSS uses Primary Data Assets to define every Skill.

Create a Skill Definition

  1. Right-click in Content Browser
  2. Create โ†’ Primary Data Asset
  3. Choose Skill Definition
  4. Name it something like:
    • DA_Skill_Swordsmanship
    • DA_Skill_Farming
    • DA_Skill_Magic_Fire
Each Skill needs:
  • Name
  • Icon
  • Max Level
  • XP Curve
  • Tags (ex: Skill.Combat)
  • Optional: Parent Skill
  • Optional: Tree Node Definition
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๐Ÿ”— 6. Link Skills to the Manager

Your SkillComponent loads skill definitions from a Skill Manager Data Asset.

Setting Up the Manager

  1. Create โ†’ Primary Data Asset โ†’ Skill Manager
  2. Open it
  3. Add all of your Skill Definitions to the list
  4. Assign the Manager to your SkillComponent: Select SkillComponent โ†’
    Set Skill Manager Data = your manager asset
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UMSS now fully knows what skills exist in the project.

๐ŸŽฎ 7. Test in Play Mode

After adding the Skill Component and Manager:
  1. Press Play
  2. Open the debug window (included with plugin)
  3. Verify skills load
  4. Award XP using the example Blueprint function:
    • Award XP (Skill Tag, Amount)

๐Ÿงช 8. Optional: Enable Example Content

UMSS includes usable example:
  • XP Award Blueprints
  • A Simple Skill UI
  • A Sample Talent Tree
  • A Combat Skill Example
  • Demo Function Library
Enable it via: Edit โ†’ Plugins โ†’ UMSS โ†’ Enable Example Content
(or copy from the pluginโ€™s Content folder)
This provides a working demo out of the box.

๐Ÿงฐ 9. Optional: Multiplayer Setup

UMSS is multiplayer-ready. You only need to:
  • Ensure your Player State replicates
  • SkillComponent remains on the PlayerCharacter (or PlayerState)
  • Level-up effects use multicast or BP events depending on your preference
A full multiplayer guide is included later in the docs.

๐ŸŽ‰ Installation Complete

At this point you can:
  • Create skills
  • Award XP
  • Display skill UIs
  • Build talent trees
  • Attach skill bonuses to gameplay
  • Track progression across play sessions
Youโ€™re ready to move on to: ๐Ÿ‘‰ System Overview
๐Ÿ‘‰ Skill Definitions
๐Ÿ‘‰ XP & Progression