Skip to main content

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

  1. XP Added
  2. XP evaluated against curve
  3. Level-up triggered
  4. Link definitions applied
  5. Attribute values recalculated
  6. Events broadcast
  7. 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.