It is built on three core concepts:
- Skill Component β where skills live at runtime
- Skill Definitions β the data describing each skill
- Skill Manager β the asset that organizes all skills for the project
π· 1. Runtime Architecture
UMSS is built on a simple but powerful structure:Skill Component
The Skill Component stores all skills the player has.It:
- Initializes skills from the Skill Manager
- Tracks XP
- Handles leveling rules
- Handles replication
- Fires level-up events
- Provides Blueprint access (Get Level, Award XP, etc.)
Skill Instances
Each Skill at runtime becomes a Skill Instance containing:- Current Level
- Current XP
- Parent/child relationships
- Talent tree state
- Any active perks or unlocked nodes
π 2. Data-Driven Structure
The system relies heavily on Primary Data Assets for definition.Skill Definition (Primary Data Asset)
Every skill in your project is defined using a Skill Definition asset. It contains:- Skill name & description
- Icon
- Max level
- XP curve
- Gameplay Tags
- Parent skill reference (optional)
- Talent tree node definition (optional)
Skill Manager (Primary Data Asset)
The Skill Manager contains a list of all Skill Definitions in your project. At runtime, the Skill Component loads them to create the playerβs skill set.π§© 3. Skill Types
UMSS supports multiple progression types out of the box:3.1 XP-Based Skills
Traditional RPG or MMO-style leveling.- Award XP via combat
- Award XP via crafting
- Award XP via resource gathering
- Award XP through quests
- Award XP through UI or scripts
3.2 Use-Based (Passive) Skills
Perfect for survival games or profession systems. The system lets you award XP based on actions, such as:- Swinging a weapon
- Chopping a tree
- Crafting items
- Picking herbs
- Running, jumping, swimming
3.3 Parent / Child Skills
Allows hierarchical skill systems, such as:- Child β Parent
- Parent β Child
- Independent
- Mixed rules (custom logic supported)
- RuneScape
- Elder Scrolls
- Life is Feudal
- MMO profession systems
3.4 Talent Tree Skills
UMSS includes a flexible tree system:- Nodes with prerequisites
- Point costs
- Branching support
- Unlocking abilities or perks
- Optional point pools
- Optional parent-skill requirements
π 4. Progression Pipeline
The full flow looks like this:- An event in your game triggers an XP award
- The Skill Component checks the Skill Instance
- The XP curve determines required XP
-
If enough XP is earned:
- Level increases
- Level-up events fire
- Talent unlock conditions update
- Replication syncs state across clients
- UI widgets update automatically
π 5. Blueprint Integration
Everything is usable via Blueprints:- Award XP
- Get Skill Level
- Get Current XP
- Get Progress %
- Unlock Talent
- Check if Talent Node is Active
- Listen for Level-Up Events
- Example graphs
- Debug functions
- Sample skill UI
π 6. Multiplayer Support
UMSS is built with replication in mind:- Skill levels
- XP
- Talent nodes
- UI updates
- Listen servers
- Dedicated servers
- Multiplayer PIE
π§± 7. Extensibility
Advanced developers can override or extend:- SkillInstance logic
- Leveling formulas
- XP modifiers
- Talent node rules
- Unlock conditions
- Saving/loading patterns
- Custom skill behavior
π What to Read Next
To get started defining skills: π Skill DefinitionsUnderstand the data structure for creating skills. To set up XP flow: π XP & Progression
Learn how to award XP and control leveling. To build a talent tree: π Talent Trees