Uh… this has been possible for quite some time(it’s a little more involved as this struct is stored in two or three places - all contained within the PlayerState - and requires a forced net update):
Setting the experience via the status component really is not recommended as I doubt that data carries over to a new pawn, whereas the PlayerState does - it’s what retains all information about a player until they create a new survivor.
There’s nothing wrong with Switch Has Authority, by the way, if used by the client(and when not in singleplayer) then it’s going to be false because the client does not have authority - only the server does.
-WM