
설명
Documentation | Demo video | Setup video | NewEffect video
Add replicated buffs, debuffs, DOTs, and stacking effects to your multiplayer or single-player game — server-authoritative out of the box, no networking headaches.
StatusEffectSystem2 is a modular and easy-to-use Actor Component for Unreal Engine, specifically designed to handle complex status effect logic in both single-player and multiplayer environments. Core logic like adding, removing, or pausing effects is handled securely on the server, while visuals are efficiently synchronized across clients.
Key Features
Native Multiplayer Support: The EffectsManager component handles replication out of the box. Key methods like Server_AddEffect and Server_RemoveEffect ensure the server remains the authority in networked games.
Modular Data-Driven Design: Every effect is a Primary Data Asset, allowing you to create a single logic template (e.g., "Fire") and then generate multiple variations with different durations, damage values, or icons.
Comprehensive Effect Logic:
Leveling & Stacking: Supports stacking effects with customizable level increments, minimum/maximum levels, and evolution into new effects upon reaching max level.
Periodic Applications: Easily define interval-based effects (like poison or healing) with optional intensity curves to vary effect strength over time.
Gameplay Tag Integration: Uses FGameplayTagContainer to manage effect interactions, such as preventing certain effects from being added if a specific tag is already present.
Agnostic UI System: Includes an optional, decoupled UI system using EffectsContainer and EffectSlot widgets that listen to manager delegates — no dependency between core logic and UI.
Save/Load Snapshots: Local methods to save and load the current state of effects, useful for state persistence or P2P scenarios.



