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Status Effect System – Pure C++ | Buff, Debuff & Gameplay Effects (UE 5.4–5.8) 제품 등록을 위한 미디어 1개

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🎥 YouTube Demo : https://youtu.be/xfm1Cd7OrxA

📄 Documentation: https://drive.google.com/file/d/1jzXsL6e8NRyabK_yhbVaUHXDWd764yF4/view?usp=sharing

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QUICK SETUP

1. Add StatusEffectComponent to your character (or any Actor).

2. Implement IEffectTargetInterface on the same Actor or one of its components.

3. Assign a DataTable (FStatusEffectRow) to StatusEffectComponent's Status Effect Table.

4. Call ApplyStatusEffect(FName EffectID) to apply an effect.

That's it — no Blueprint logic required. Full setup details in the included PDF guide.

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Status Effect System is a Pure C++ gameplay effect framework for Unreal Engine 5.

It provides a flexible way to build Buffs, Debuffs, Damage-over-Time effects, and other

gameplay effects using a Zero-Tick, event-driven architecture, without requiring any

dependency on other plugins.

KEY FEATURES

- Buff / Debuff application with Duration or Infinite Effect support

- Three Stack Policies: Add / Refresh / Replace, with configurable Max Stack Count

- GameplayTag-based effect identification, with Immunity and Cleanse support

- DataTable-driven configuration — add new effects without touching code

- Built-in delegates:

- OnApplied

- OnRemoved

- OnStackChanged

- OnExpired

- OnPeriodicTick

- Compatible with any existing stat, attribute, or health system through

IEffectTargetInterface — no rewrites to your existing systems required

- Periodic effects for damage-over-time, regeneration, and similar mechanics

- Zero-Tick principle — all timing is Timer-based; no Tick function is used

DESIGN PHILOSOPHY

StatusEffectComponent handles all effect logic — applying, removing, stacking, and timing.

Your existing stat/health system only needs to implement IEffectTargetInterface to receive

modifier values; StatusEffectComponent never touches your attribute storage directly. This

keeps the plugin fully standalone and easy to integrate into any project structure.

WHAT'S INCLUDED

- Full C++ source (no Blueprint-only logic)

- Fully playable demo level: Player & Enemy, a targeting system, floating damage text,

and example visual feedback demonstrating effect application

- A pre-configured DataTable with 3 example effects (Burn, Slow, Shield)

- Step-by-step Setup Guide PDF

REQUIREMENTS

- Unreal Engine 5.4 – 5.8

- Win64

- C++ project (or Blueprint project with C++ support enabled)

NOT INCLUDED IN v1.0 (planned for v1.1)

- Niagara / Sound / Animation hookups (left for you to wire into your own project)

- Multiplayer Replication (current version targets single-player / local listen-server)

- Visual effects are intentionally left to the user through the provided delegates —

the demo's glow/flash/barrier visuals are example implementations, not shipped plugin features

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