For AttributeSystemComponent, the level system is not enabled by default. You need to manually enable it in the details panel of AttributeSystemComponent.

- ExpToGiveOnDeath: The amount of experience value provided to the killer upon death. (It exists by default, but if UsingLevelingSystem is turned on and ExpToGiveOnDeathByCurrentLevel is specified, this value will not be overridden.)
- UsingLevelingSystem: Whether to enable the leveling system.
- Currentlevel: The current level of the character.
- ExpToNextLevelCalMethod: The experience value calculation method required to upgrade to the next level. Here are 5 calculation methods.
- MathFormula0:The calculation formula is:
Math1( 2~12 Level ): y = 0.0068 * x * x * x - 0.06 * x * x + 17.1 * x + 639
Math2( 13~ Level ): y = 0.02 * x * x * x + 3.06 * x * x + 105.6 * x - 895
Example:
{x: 1, y: 656} {x: 5, y: 723.85} {x: 10, y: 810.8} {x: 12, y: 847.31} {x: 13, y: 1038.88}
{x: 20, y: 2601} {x: 30, y: 5567} {x: 40, y: 9505} {x: 50, y: 14535} {x: 60, y: 20777}
{x: 70, y: 28351} {x: 100, y: 60265} {x: 150, y: 151295} {x: 200, y: 302625}
- MathFormula1:The calculation formula is:
Math: y = 0.15 * x * x + 399.6 * x - 189.35
Example:
{x: 1, y: 210.4} {x: 5, y: 1812.4} {x: 10, y: 3821.65} {x: 20, y: 7862.65} {x: 30, y: 11933.65}
{x: 40, y: 16034.65} {x: 50, y: 20165.65} {x: 60, y: 20165.65} {x: 70, y: 28517.65}
{x: 80, y: 32738.65} {x: 100, y: 41270.65} {x: 150, y: 63125.65} {x: 200, y: 85730.65}
- MathFormula2:The calculation formula is:
Math1( 2~12 Level ): y = 0.0068 * x * x * x - 0.06 * x * x + 17.1 * x + 639
Math2( 13~70 Level ): y = 0.02 * x * x * x + 3.06 * x * x + 105.6 * x - 895
Math3( 71~ Level ): y = 0.15 * x * x + 399.6 * x - 189.35
Example:
{x: 1, y: 656} {x: 5, y: 723.85} {x: 10, y: 810.8} {x: 12, y: 847.31} {x: 13, y: 1038.88}
{x: 20, y: 2601} {x: 30, y: 5567} {x: 40, y: 9505} {x: 50, y: 14535} {x: 60, y: 20777}
{x: 70, y: 28351} {x: 80, y: 32738.65} {x: 100, y: 41270.65}
{x: 150, y: 63125.65} {x: 200, y: 85730.65}
- MathFormula3:The calculation formula is:
Math: y = 0.15 * x * x * x + 2.3608 * x * x + 399.6 * x - 189.35
Example:
{x: 1, y: 212.7} {x: 5, y: 1886.4} {x: 10, y: 4192.73} {x: 20, y: 9946.97} {x: 30, y: 17973.37}
{x: 40, y: 44442.65} {x: 50, y: 106341.04} {x: 80, y: 123687.77.65} {x: 100, y: 213378.65}
{x: 150, y: 619118.65} {x: 200, y: 1374162.65}
- UsingCurve: This will use your custom floating point curve.
- ExpToGiveOnDeathByCurrentLevel: This is the experience value reward given to the killer after death using the curve floating point corresponding to the character level.
- PerksObtainedOnLevelUp: The points that can be allocated to the character each time the level increases.
Runtime executable functions:
AddExp
Add experience points to the character.

CanLevelUp
Whether to use the level system, if so, it will return true and the character can be upgraded.
