- XP-based leveling
- Use-based (โlearn by doingโ) systems
- Parent/child shared XP
- Profession systems
- Combat XP
- Crafting/gathering XP
- Custom rule-driven XP sources
- Talent progression tied to skill levels
๐ง 1. How XP Works in UMSS
Each Skill Instance has:- Current XP
- XP Required for Next Level
- Current Level
- Level Cap (from the Skill Definition)
- XP Curve (controls growth rate)
- XP is accumulated
- Required XP is checked
-
If XP meets the requirement:
- Level increases
- Remainder XP carries over
-
Events fire:
OnSkillUpdatedOnSkillLeveledUp
- Replication syncs changes to clients
๐ฏ 2. Awarding XP (Blueprint)
To give a skill XP, call:Award XP
- Anim BP
- Weapon BP
- Interaction BP
- Crafting events
- Gathering events
- Quest completion
- Ability hits
- Timer-based tick
- Environmental logic
๐ธ Screenshot Needed
Blueprint node calling AwardXP with a Gameplay Tag.
๐งฉ 3. Awarding XP (C++)
If your project uses C++:(Clients may request XP through RPCs if desired.)
๐ 4. XP Curves (Level Requirements)
The XP curve defines how much XP is required per level.Supported progression types:
- Flat (same XP every level)
- Linear (steady growth)
- Quadratic (good for profession-style skills)
- Exponential (RPG / MMO style)
- Curve Table (full control)
Example XP Curve Rules
| Style | Good For | Example Formula |
|---|---|---|
| Flat | Use-based skills | 50 XP per level |
| Linear | Survival games | 100 * Level |
| Quadratic | Professions | 25 * Levelยฒ |
| Exponential | MMO combat skills | 75 * (1.5^Level) |
๐ฒ 5. Parent / Child XP Behavior
Parent/child relationships allow ecosystem-like skills, such as:A. No Shared XP
Parent and child each level independently.B. Child โ Parent XP
When a child gains XP, the parent also gains XP.C. Parent โ Child XP
Leveling the parent skill pushes XP into its children.D. Mixed or Custom Rules
You can apply custom logic in your XP-award calls to route XP however you want. UMSS does not force any specific pattern โ you define the relationships.๐ฎ 6. Use-Based Progression
UMSS supports โlearn by doingโ systems easily. Example workflow:- Player chops a tree
- Tree BP calls
AwardXP(SkillTag.Logging, 8) - Skill updates automatically
- XP popup (custom UI) appears
- Logging skill slowly increases
๐ช 7. Example: Gathering XP
Example BP logic for gathering:- Tool quality
- Tree tier
- Skill multipliers
- Region buffs
- Weight/size of item harvested
โ๏ธ 8. Example: Combat XP
Workflow:- Hit detection event on server
- Determine weapon type
- Award XP for the matching skill
๐ง 9. Level-Up Behavior
When a skill levels up:- New level is set
- Remainder XP carries over
- Level-up event fires
- Replicated updates are sent
- UI can display a notification (your custom UI)
OnSkillUpdatedOnSkillLeveledUp
- Play VFX/SFX
- Unlock recipes
- Improve stat bonuses
- Activate a talent node
- Notify the player
๐ก 10. Progress Queries (Useful for UI)
Common Blueprint accessors:- GetSkillLevel(SkillTag)
- GetCurrentXP(SkillTag)
- GetXPRequiredForNextLevel(SkillTag)
- GetPercentToNextLevel(SkillTag)
- GetSkillDisplayName(SkillTag)
- GetAllSkills()
๐ 11. Multiplayer Behavior
UMSS is fully replicated.โ XP is processed on the server
Clients can request XP, but all final calculations occur server-side.โ Values replicate automatically
Level, XP, talents โ all synced.โ Level-up events fire on clients
Your UI can safely respond on each playerโs machine.โ Talent unlocks must be server-authoritative
The same rule applies for XP.๐ฅ 12. Advanced: XP Modifiers
You may add your own modifiers outside UMSS:- Temporary XP boosts (double XP)
- Region-based bonuses
- Equipment bonuses
- Potion buffs
- Skill synergy bonuses
๐ Next Steps
Now that you understand XP flow: ๐ Talent Trees โ Build perks, branches, and prerequisites.๐ Component Integration โ Ensure your Skills Component is set up correctly.
๐ Example Implementations โ See practical BP examples of combat, crafting, and gathering XP.