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ๅ•†ๅ“ AP Replicated Status Effects System ็š„ๅช’ไฝ“ 1
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โ–ถ๏ธ Showcase | ๐Ÿ“„ Quick Start Guide | ๐Ÿ“˜ Documentation | ๐Ÿ’ฌ Discord Support

Production-ready status effects for multiplayer - buffs, debuffs, DoTs, stacking, immunity, and interactions. One component, zero GAS dependency.

Built for Unreal Engine 5 with server-authoritative replication, FastArray delta updates, late-join support, data-driven effect definitions, five stacking policies, tag-based immunity and interactions, and a full Blueprint API. Includes 30+ example effects, an interactive demo map, buff bar UI, and complete documentation.


The Problem

Every multiplayer game needs status effects - poison, burning, shields, speed buffs, stuns, heals over time. Building a replicated buff/debuff system from scratch means weeks of work: stacking logic, timer management, replication edge cases, late-join bugs, and an API that works for both C++ and Blueprint users.

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

The Solution

AP Replicated Status Effects System gives you a production-ready status effect system in one drag-and-drop component. Add it to any replicated actor. Define effects as data assets - no code required. Apply, query, and react to effects from Blueprint or C++.

Everything replicates automatically. Server-authoritative mutations. FastArray delta serialization. Late-join state reconstruction. Your clients always see the correct state.


Core Features

โ–ธSingle Component Architecture - All functionality โ€” application, removal, stacking, immunity, interactions, queries, and events โ€” lives on one component. No manager actors, no subsystems, no GAS dependency.

โ–ธData-Driven Effect Definitions - Create effects as Data Assets in the Content Browser. Configure duration, tick interval, stacking policy, interactions, and immunity without touching code. Designers iterate on effect balance without recompilation.

โ–ธ5 Stacking Policies

  • None (Refresh) - reapplication resets the timer

  • Stack Duration - each cast extends the timer

  • Stack Intensity - each cast adds a stack (poison gets deadlier)

  • Independent Instances - separate tracked instances (multiple shield layers)

  • Custom Resolver - your own logic via a Blueprint-overridable class

โ–ธTag-Based Immunity System - Grant temporary or permanent immunity to specific effects. Automatic immunity on expiration (e.g., 3s fire immunity after Burning ends). DataTable-driven immunity from interaction rules. Manual GrantImmunity/RevokeImmunity API.

โ–ธEffect Interaction Rules - Define how effects interact with each other - Frozen removes Burning, Innervate breaks Silence, ShieldBreak shatters defensive buffs. Per-definition tag removal, per-definition blocking, and DataTable-based rules with immunity grants. Build complex interaction webs without code.

โ–ธComplete Query API - HasEffect, GetStackCount, GetRemainingDuration, GetEffectSnapshot, GetAllActiveEffects, and more. All queries work on both server and client. Read replicated state with zero latency.

โ–ธBuilt for Multiplayer - Server-authoritative architecture. FastArray delta replication (bandwidth-efficient - only changed effects replicate). Full late-join state reconstruction. Tested with dedicated servers and listen servers.

โ–ธ100% Blueprint Accessible - Every method, every event, every query is exposed to Blueprint. Static helper library with DefaultToSelf convenience. Organized under clean AP > StatusFX categories. C++ users get full access to the same API.

What's Included

  • C++ plugin with Runtime and Editor modules

  • 30+ preconfigured effect definitions (buffs, debuffs, DoTs, CCs, cleanses)

  • 64x64 icons for all effect types

  • Interactive demo map with labeled showcase zones

  • Demo character with keyboard inputs and Server RPCs

  • Buff bar UI widget with icons, countdowns, and stack display

  • Effect trigger volumes

  • Effect dispenser actors (interactive shrines/pickups)

  • DataTable with example interaction rules

  • Gameplay Tag hierarchy for the Effect namespace

  • Quick Start Guide, full API Reference, and Changelog

Who Is This For?

  • Indie developers building multiplayer games who need buff/debuff systems without the GAS learning curve

  • Teams who want a data-driven approach where designers create and balance effects without code changes

  • Projects that need reliable multiplayer replication for status effects

  • Developers looking for a foundation to build RPG, MOBA, survival, or action game mechanics on top of


    โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

    The AfterPrime GAS-Free Multiplayer Stack

    โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”
    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.

    โ–ธ 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.
    โ–ธ 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.
    โ–ธ AP Replicated Cooldowns System - Ability cooldown management with charge systems, global cooldowns, cooldown reduction, shared cooldown groups, and a UI-ready query API.

    โ–ธ AP Replicated Attributes System - Health, Stamina, Mana, Shield, or any float-based attribute with modifiers, regeneration, and full replication.

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

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