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Media 1 for listing AP Replicated Attributes System

Description

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Production-ready attribute management for multiplayer - Health, Stamina, Mana, Shield, or any float-based attribute with modifiers, regeneration, and full replication. One component, zero GAS dependency.

  

Built for Unreal Engine 5 with server-authoritative replication, FastArray delta updates, data-driven attribute definitions, three modifier types with timed expiry, per-attribute regeneration, edge-detected depletion events, and a full Blueprint API. Includes UMG widget base classes, a static helper library, and complete documentation.

 

The Problem

Every game needs attributes - Health, Stamina, Mana, Shield. Building a replicated attribute system from scratch means managing replication, modifier stacking, regeneration timers, depletion events, and a clean Blueprint API - all while keeping it server-authoritative and accurate on clients.

 

GAS solves this but brings a steep learning curve and architectural overhead many projects don't need.

  

The Solution

AP Replicated Attributes System - a single drag-and-drop component. Define attributes as Data Assets, configure regeneration and modifiers from the Details panel, and query any attribute accurately from Blueprint on any machine.

 

Everything replicates automatically. Server-authoritative mutations. FastArray delta serialization. Accurate client display without server round-trips.

 

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Core Features

  
  β–Έ BUILT FOR MULTIPLAYER

 Server-authoritative architecture. FastArray delta replication - only changed attributes replicate. Late-join clients receive full current attribute state automatically. Tested with dedicated servers and listen servers.

 

 β–Έ 100% BLUEPRINT ACCESSIBLE

 Every method, every delegate, every query exposed to Blueprint. Static helper library for zero-setup access. C++ users get full access to the same API.

β–Έ DATA-DRIVEN ATTRIBUTE DEFINITIONS

 Define attributes as AttributeSet Data Assets β€” configure tag, base value, min, max, regen rate, and regen delay from the Details panel. Assign one or more sets to the component. No code required.

  

β–Έ THREE MODIFIER TYPES
 β€’ Additive β€” added to base max. +50 raises max Health by 50

 β€’ Multiplicative β€” multiplied after additive modifiers. 1.5 = 50% increase

 β€’ Override β€” replaces EffectiveMax entirely. Only one active per attribute at a time

 

Timed modifiers auto-expire. Store the returned handle to remove modifiers early.

 

 β–Έ PER-ATTRIBUTE REGENERATION

 Configure regen per attribute - rate per second and delay after damage. Override at runtime. Regen runs at 10 Hz server-side with no actor Tick dependency required.

 

 β–Έ 5 BLUEPRINT EVENT DELEGATES

 OnAttributeChanged, OnAttributeDepleted, OnAttributeRestored, OnModifierAdded, OnModifierRemoved. OnAttributeDepleted and OnAttributeRestored are edge-detected β€” fire only on state transitions, not repeatedly. Full old and new value data with every change event.

 

 β–Έ COMPLETE QUERY API

 GetCurrentValue, GetBaseValue, GetMaxValue, GetMinValue, GetNormalizedValue, HasAttribute, GetAllAttributeTags. All accurate on server and client via replicated FastArray state. GetNormalizedValue drives progress bars directly.

 

 β–Έ ZERO-SETUP STATIC HELPERS

 GetAttributeValue, GetNormalizedAttributeValue, GetAttributeComponent - access attributes from any Blueprint without interface implementation or component references.

 

 β–Έ UMG WIDGET BASE CLASSES

 AttributeWidgetBase supports two patterns - single-attribute bar binding via BindToAttribute, and multi-attribute panel creation via InitForActor and OnActorInitialized. Build your health bar or full attribute panel without writing widget boilerplate.

 

  What's Included

 β€’ C++ plugin - Runtime module, full source included

 β€’ AttributeSet Data Asset - define any number of attributes per asset

 β€’ AttributeWidgetBase - UMG base class for single bar and multi-attribute panel patterns

 β€’ AttributeStatics Blueprint library - zero-setup access from any Blueprint

 β€’ IAP_AttributeInterface - optional interface for typed checking and custom resolution

 β€’ GetSnapshot and DebugPrint debug utilities

 β€’ Pre-registered Gameplay Tags: AP.Attribute.Health, Stamina, Mana, Shield

 β€’ Quick Start Guide, full API Reference, and Changelog

 

 Who Is This For?

 β€’ Developers building multiplayer games who need Health, Stamina, Mana, or Shield without building a replicated attribute system from scratch

 β€’ Teams who want designers to configure attribute values and regeneration directly in the editor without code changes

 β€’ Projects that need modifier systems - gear that increases max Health, buffs that raise max Mana, timed effects that override EffectiveMax

 β€’ Developers building RPG, survival, action, or MOBA game mechanics who need a reliable attribute foundation without GAS complexity

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The AfterPrime GAS-Free Multiplayer Stack

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Build complete multiplayer gameplay systems - no GAS required. Every AfterPrime plugin shares the same architecture: server-authoritative, Gameplay Tag-keyed, single component, Blueprint-first, FastArray replicated.

β–Έ AP Event Bus - Replicated Event Messaging - FREE Decoupled pub/sub event system with four delivery scopes, a late-join persistent cache, and transparent client-to-server routing.
β–Έ AP Timer Suite - Replicated Timers + Threshold Events - Server-authoritative timer management with threshold callbacks, late-join correctness, and an optional inspector overlay. Timers for cooldowns, match phases, objectives, and more.
β–Έ AP StatusFX Suite - Replicated Status Effects - Buffs, debuffs, DoTs, HoTs, and status conditions with five stacking policies, tag-based immunity, effect interaction rules, and a buff bar UI widget. The most advanced plugin in the suite.
β–Έ AP Cooldown Suite - Replicated Cooldowns - Ability cooldown management with charge systems, global cooldowns, cooldown reduction, shared cooldown groups, and a UI-ready query API.

All plugins are standalone - use one or combine them for a complete GAS-free multiplayer combat stack.

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