LevelSystem {{ currentPage ? currentPage.title : "" }}

Purpose: The level system is used for character upgrades, bonus points, etc

  • The empirical calculation method is: basic experience * (next level ^ experience algorithm multiplier)

  • Each level up can earn an unallocated ability point

  • Ability points can be allocated for attribute bonuses

Variable Name

Explain

LevelBaseExp

BaseExp

LevelIndexExp

Empirical Algorithm Multiplication

Level

Current level, starting from 0

MaxLevel

MaxLevel

Experience

Current Experience

ExperienceRegenSecond

Automatically increasing experience per second (even if doing nothing)

UnallocatedPoint

Current unassigned ability points

AllowUsePointTypes(Setting)

Ability types allowed for allocation

Function Name

Explain

GetLevel()

GetLevel

GetLastLevelExp()

Obtain the required experience points for the previous level

GetNextLevelExp()

Obtain the required experience points for the next level

GetExp()

Obtain current experience value

AddExp(float Exp)

Increase experience value,only server or host usage only

GetLevelUpPoint(EAbilityStatType StatType)

Obtain the assigned points of the level

ServerApplyPoint(APlayerController* PC,EAbilityStatType StatType)

Players use this function to allocate points and increase attributes

This function is limited to assigning one's own points

To allocate enemy or friendly AI points, please use UltimateControllerComponent::ServerApplyPoint

Override Function/Event Delegate

Explain

PlayApplyPointSound(Override)

Successfully played the sound effect of adding points

OnExpAdded(Delegate)

When adding experience, the client will receive notifications and call

OnLevelUp(Delegate)

When adding experience and upgrading, the client will call,

Suggest playing upgraded sound effects here

Problem:

  • Unable to allocate points: Check if AllowUsePointTypes contains attribute types

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