Every skill in your gameβcombat skills, crafting skills, gathering skills, magic, professions, etc.βis created using a Skill Definition Primary Data Asset. This page explains:
- What a Skill Definition is
- How to create one
- What each field means
- How parent/child skills work
- How Skill Definitions become runtime Skill Instances
π· 1. What Is a Skill Definition?
A Skill Definition is a Primary Data Asset that describes a single skill. It contains:- Display information (name, category, icon)
- Leveling rules (max level, XP curve)
- Gameplay Tags (unique identifier for the skill)
- Parent skill (optional)
- Talent tree entries (optional)
- Advanced settings (optional metadata)
π§© 2. Creating a Skill Definition
To create a new skill:- Right-click in the Content Browser
-
Choose:
Primary Data Asset β Skill Definition -
Name it something clear, such as:
DA_Skill_SwordsmanshipDA_Skill_CarpentryDA_Skill_Logging
πΈ Screenshot Needed
A Skill Definition open in the Details panel, showing common fields.
π§± 3. Skill Definition Fields
Below is a breakdown of all major fields and what they control.3.1 Display Fields
Skill Name
The name shown in UI and tooltips.Description
Optional text for tooltips or menus.Icon
Texture used in skill lists, talent trees, XP bars.π Tip: Use 256Γ256 or 512Γ512 for clean UI scaling.
3.2 Gameplay Tag (Required)
Each Skill Definition must have one unique Gameplay Tag that identifies the skill. Examples:- Awarding XP
- Looking up the skill at runtime
- Parent/child linking
- UI grouping
- Talent tree gating
3.3 Max Level
Set the maximum level the skill can reach. Common values:- 10 β simple skill
- 50 β RPG-style
- 100 β MMO-style
- 1000 β use-based skills (e.g., Elder Scrolls style)
3.4 XP Curve (Level Requirements)
Controls how much XP is needed per level. Options include:- Flat β same XP each level
- Linear β grows evenly
- Quadratic β grows faster
- Custom Curve Table β designer-defined progression
- Exponential β endgame difficulty
3.5 Parent Skill (Optional)
Link this skill to a parent, enabling hierarchical progression:Examples:
- Shared XP (optional)
- Unlock dependencies
- Categorization
- Talent tree gating
3.6 Category / Group Tags (Optional)
You can assign extra Gameplay Tags for UI grouping or filtering. Examples:3.7 Talent Tree Fields (Optional)
If the skill participates in a talent tree, this is where you assign:- Node ID
- Node prerequisites
- Node costs
- Node icon
- Any unlock effects
3.8 Metadata (Optional)
Depending on your version of UMSS, metadata may include:- Default XP modifiers
- Whether XP gains notify the UI
- Whether the skill is hidden
- Whether the skill is allowed on NPCs
- Optional custom effects on level-up
π 4. How Skill Definitions Become Skill Instances
At runtime:- UMSS loads the Skill Manager
- The Skill Component creates Skill Instances for every Skill Definition
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Each Instance tracks:
- Current Level
- Current XP
- Parent relationships
- Talent unlocks
- Skill Instances exist only during gameplay
- Their state can be saved/loaded however your game handles persistence
Skill Instances = live data