
Описание
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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
▸ 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.







