Quick answer: Define a base price per item plus a progression multiplier curve keyed on player level or area tier, and compute the displayed price as base times the curve at runtime.

A potion that cost a meaningful chunk of gold at level 5 is pocket change at level 50 if its price never moves. Scaling vendor prices by a progression curve keeps the economy tight across the whole game. Here is how.

How to fix it

1. Separate base price from scaling

Store each item's base price once, then apply a multiplier from a UCurveFloat indexed by player level or zone tier when displaying and charging.

2. Choose the curve shape deliberately

A gentle exponential keeps prices proportional to income; a stepwise curve per area gives sharper gating. Tune it against your income curve, not in isolation.

3. Round to clean values

Round the scaled price to a sensible step (nearest 5 or 10) so the UI shows tidy numbers instead of 1,237 gold.

4. Cap the top end

Clamp the multiplier so a max-level player does not face absurd prices that overflow the display or make the vendor pointless.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.