> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Installation & Setup

> This page walks you through installing the Universal Skill System (UMSS) plugin, enabling required settings, and preparing your project for skill definitio

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++.

# ⚙️ **1. Install the Plugin**

### **Marketplace Install**

1. Open **Epic Games Launcher**
2. Go to **Unreal Engine → 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 → Plugins**
3. Search for **Universal Skill System**
4. Enable the plugin
5. Restart the editor when prompted

> ![9851a18201f21f4463a7d6b8e0c7048b.png](https://api.beta.slimwiki.com/api/v1/assets/wikis%2F4f79e6be-793b-4980-99c0-f2cf0c0e6771%2Fpages%2F6725c456-87b3-446f-b212-e388c7500db6%2Fimages%2F9851a18201f21f4463a7d6b8e0c7048b-1f6c40e1-6b8f-4983-83e5-43a2405f7ca3.png "9851a18201f21f4463a7d6b8e0c7048b.png")

***

# 📁 **2. Plugin Folder Structure (Reference)**

When installed, the plugin appears under:

```
YourProject/Plugins/UMSS/
```

Inside the plugin:

```
UMSS
 ├── Content/         (Example assets, UI, sample trees)
 ├── Source/
 │    ├── UMSS/       (Core runtime code)
 │    └── UMSSEditor/ (Editor-only utilities)
 └── Resources/       (Icons, metadata)
```

This is just a reference — customers rarely need to touch the internal folders.

***

# 🔧 **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 don’t already have Gameplay Tags enabled:

1. Go to **Edit → Project Settings → 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 — you may create whatever structure fits your project.

### **Recommended Tag Categories**

(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.**

> **📌 NOTE:**\
> UMSS reads whatever tags you assign to your Skill Definitions and uses them internally for lookup, grouping, and XP routing.

***

# 🧩 **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**.

### **Blueprint Setup (Recommended)**

1. Open your **PlayerController Blueprint**
2. Add a **Skill Component**
3. Name it `SkillComponent`
4. Compile & Save

> ![4a13b106b69e8e8cd9468b4e8c3d54b3.png](https://api.beta.slimwiki.com/api/v1/assets/wikis%2F4f79e6be-793b-4980-99c0-f2cf0c0e6771%2Fpages%2F6725c456-87b3-446f-b212-e388c7500db6%2Fimages%2F4a13b106b69e8e8cd9468b4e8c3d54b3-7894096e-fb2f-4abe-8a95-a850f689f7bc.png "4a13b106b69e8e8cd9468b4e8c3d54b3.png")

***

### **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.

***

# 📚 **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 → **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

> ![c20875f9239df7f2179cf9cc081da805.png](https://api.beta.slimwiki.com/api/v1/assets/wikis%2F4f79e6be-793b-4980-99c0-f2cf0c0e6771%2Fpages%2F6725c456-87b3-446f-b212-e388c7500db6%2Fimages%2Fc20875f9239df7f2179cf9cc081da805-c9add622-c2dc-47b9-9fa9-1355c3227621.png "c20875f9239df7f2179cf9cc081da805.png")

***

# 🔗 **6. Link Skills to the Manager**

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

### **Setting Up the Manager**

1. Create → **Primary Data Asset → Skill Manager**
2. Open it
3. Add all of your Skill Definitions to the list
4. Assign the Manager to your SkillComponent:

   Select **SkillComponent** →\
   Set `Skill Manager Data` = your manager asset

> ![c67a37d5ee2c45a7e2d623efe8ae6da5.png](https://api.beta.slimwiki.com/api/v1/assets/wikis%2F4f79e6be-793b-4980-99c0-f2cf0c0e6771%2Fpages%2F6725c456-87b3-446f-b212-e388c7500db6%2Fimages%2Fc67a37d5ee2c45a7e2d623efe8ae6da5-12a720ea-8645-4b56-b9e0-a9e22402e717.png "c67a37d5ee2c45a7e2d623efe8ae6da5.png")

UMSS now fully knows what skills exist in the project.

# 🎮 **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)`

***

# 🧪 **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 → Plugins → UMSS → Enable Example Content**\
(or copy from the plugin’s Content folder)

This provides a working demo out of the box.

***

# 🧰 **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.

***

# 🎉 **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

You’re ready to move on to:

👉 **System Overview**\
👉 **Skill Definitions**\
👉 **XP & Progression**
