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Status Effect System 2 - Replicated Buffs, Debuffs & DOTs ilanı için 1. medya
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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.

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