So for the benefit of everyone else who reads this thread (I’m all about the sharing is caring!) here is what I have done to put Erasio’s suggestions into practice!
Character Blueprint (Level Up System Function)
Okay, so I had an Exp Recieved variable, so what I did was I hooked it up right at the start of this function, just before the branch and setting it to the Experience Received node on my purple thingy. The actual node is set to zero, however, this node gets filled with whatever number is cast from the enemy when it dies.
Enemy
So I’ve grabbed my player pawn and I’ve cast to my player character blueprint. Whilst casting the player, i have called up the level up system that resides inside the player character blueprint. I have then got the exp value of the enemy (stored in that integer) and have linked it to the Experience Received node.
So if you remember I plugged in the empty Exp Received variable and SET it before the branch, it will now get filled up with whatever number is cast.
My only issue remaining
I don’t players levelling up too easily. I set level 1’s exp cap at 500exp, however I want that to increase as the levels go up. Would I need to make lots of little level Max Level exp variables or is there a better way to do this? I mean at this rate the player would be level 50 in around 5 - 10 minutes haha!