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Медиа 1 для объявления AP Replicated Attributes System

Описание

▶️ Showcase | 📄Quick Start Guide | 📘 Documentation | 💬 Discord Support

  

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

  
  ▸ 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.

 

 ▸ 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.

DATA-DRIVEN ATTRIBUTE DEFINITIONS

 Define attributes as AttributeSet Data Assets — 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.

  

THREE MODIFIER TYPES
 • Additive — added to base max. +50 raises max Health by 50

 • Multiplicative — multiplied after additive modifiers. 1.5 = 50% increase

 • Override — replaces EffectiveMax entirely. Only one active per attribute at a time

 

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

 

 ▸ 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.

 

 ▸ 5 BLUEPRINT EVENT DELEGATES

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

 

 ▸ 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.

 

 ▸ ZERO-SETUP STATIC HELPERS

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

 

 ▸ 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

 • C++ plugin - Runtime module, full source included

 • AttributeSet Data Asset - define any number of attributes per asset

 • AttributeWidgetBase - UMG base class for single bar and multi-attribute panel patterns

 • AttributeStatics Blueprint library - zero-setup access from any Blueprint

 • IAP_AttributeInterface - optional interface for typed checking and custom resolution

 • GetSnapshot and DebugPrint debug utilities

 • Pre-registered Gameplay Tags: AP.Attribute.Health, Stamina, Mana, Shield

 • Quick Start Guide, full API Reference, and Changelog

 

 Who Is This For?

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

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

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

 • 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.

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.
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.
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.
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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