XP-Based Attributes
Attributes can have:- XP
- Levels
- XP curves
- Level curves
- XP gain rules
- On-level-up behavior
Progression Config (UAttributeProgressionConfig)
Defines:
- XP required per level
- Curve assets for scaling
- Whether attributes scale automatically
- Max level
- XP overflow rules
AttributeProgression
A modifier struct that affects:- How much XP is awarded
- How levels modify attributes
- Optional scaling multipliers
Leveling Flow
- XP Added
- XP evaluated against curve
- Level-up triggered
- Link definitions applied
- Attribute values recalculated
- Events broadcast
- Replicated to clients
Designer Notes
- You can create a “Player Progression” curve and reuse it for all attributes.
- Or give each stat its own leveling curve.
- Works great for passive systems like “Chopping XP increases Logging Efficiency.”
Developer Notes
- XP/Level logic is fully component-driven.
- Attribute progression is evaluated in a single pass for performance.
- Curve tables may be substituted with custom logic.