Level Manager
Updated May 25, 2026
The Level Manager tracks skills, XP, level progression, skill points, and level requirements for actions such as crafting, picking up items, or equipping gear.
For shared setup guidance, see the Migration Guide and Integration Guide. Use the System Atlas to look up functions, variables, events, components, and ownership references. Use this page for Level Manager-specific XP and progression behavior.
Related Videos
Some videos may have been recorded before V4. The same principles still apply, but asset names, component names, and folder locations may differ. Treat the current written documentation and V4 names as the source of truth.
How to add the Ability, Level Manager and Unlock/Techtree System into MST Pro v3 PlaySkill Level Manager Walkthrough PlayMigrating and Using the Level Manager in the Multiplayer Survival Template PlayHow to implement an attribute points system into MST Pro with the Level Manager Play
Core Principles
The Level Manager is responsible for defining skills and tracking progression data for each skill.
- Current level
- Current XP
- Current maximum XP for the level
- Total accumulated XP
- Progress percentage
- Awarded skill points
- Maximum achievable level
- Whether the maximum level has been reached
- XP growth factor
XP can be added to a specific skill from any gameplay action that calls into the Skill and Level Manager. The next-level XP requirement is calculated with an algorithm that grows gradually. You can tune the level growth factor globally or per skill.
Note: Newer versions use gameplay tags instead of the older enum setup.
Adding XP From Gameplay Actions
Call the Add XP event on the Skill and Level Manager when an action should reward XP.
- Select which skill receives XP.
- Provide the amount of XP awarded by the action.
- Choose whether the XP should count toward cumulative XP. In most cases, this should be true.

Example XP rewards for smelting:
- Copper Ingot: 5 XP
- Iron Ingot: 7.5 XP
- Steel Ingot: 10 XP
If the item is dropped from the inventory, it cannot award new XP again.

Data-Table Driven XP
Inventory items can define XP and level information directly in data. This lets item setup drive progression behavior such as XP for pickup, XP for crafting, or level requirements for use.

Common item-driven progression fields include:
- XP gained when picking the item up, such as foraging XP.
- XP gained when crafting the item.
- Level required to use the item.

Level Requirements
Items and actions can require a specific level before they can be used. For example, a sword can require character level 2 before it can be equipped.

Level Calculation
The next-level XP requirement is calculated by an included algorithm.

An Excel sheet is also included so you can inspect the XP curve per level and choose values that fit your project. Check the documentation folder in the Discord for that file.
