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File multimediali per l'articolo AP Replicated Cooldowns System: 1

Descrizione

▢️ Showcase |πŸ“„Quick Start Guide | πŸ“˜ Documentation | πŸ’¬ Discord Support

 

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Production-ready cooldown management for multiplayer - stacking charges, cooldown reduction modifiers, data-driven definitions, and accurate client display.

 

Built for Unreal Engine 5 with server-authoritative replication, FastArray delta updates, late-join support, data-driven cooldown definitions, stacking charge modes, a runtime modifier system, and a full Blueprint API. Includes example Data Assets, a demo map, UI base classes, and complete documentation.

 

The Problem

Every game with abilities needs cooldowns. Building a replicated cooldown system from scratch means managing timers, replication edge cases, stacking charges, cooldown reduction modifiers, late-join state, and a clean Blueprint API β€” all while keeping it server-authoritative.

The Solution

AP Replicated Cooldowns System - a drag-and-drop component. Add it to any replicated actor. Define cooldowns as Data Assets or start them directly with a tag and duration - no code required. Drive your UI from built-in delegates and query functions.

 

Everything replicates automatically. Server-authoritative mutations. FastArray delta serialization. Accurate client-side time display without server round-trips. Your clients always see the correct cooldown state.


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Core Features

 β–Έ SINGLE COMPONENT ARCHITECTURE

All cooldown state β€” lifecycle, stacking, modifiers, replication, and events - lives on one component. No manager actors, no subsystems, no GAS dependency.

 

β–Έ DATA-DRIVEN COOLDOWN DEFINITIONS
Define cooldowns as CooldownDefinition Data Assets. Configure tag, duration, stack count, replenish mode, and default modifiers from the Details panel. Designers iterate on cooldown balance without touching code or recompiling.

 

β–Έ STACKING CHARGES

Two built-in replenish modes for multi-charge abilities:

β€’ Sequential - one charge refills per cooldown interval, each on its own timer

β€’ AllAtOnce - all consumed charges return together when the cooldown expires

 

β–Έ RUNTIME MODIFIER SYSTEM

Apply cooldown reduction or increase at runtime via CooldownModifier. Stack Multiplier and FlatOffset modifiers independently. Apply global modifiers that affect all cooldowns, or targeted modifiers for a specific tag. Add and remove modifiers at any time - applied at cooldown start time.

 

β–Έ BLUEPRINT EVENT DELEGATES

OnCooldownStarted, OnCooldownFinished, OnCooldownCancelled, OnCooldownStackChanged. Fire on both server and client. Full payload data with every event - tag, duration, stack count, remaining time.

 

β–Έ COMPLETE QUERY API

IsOnCooldown, GetRemainingTime, GetProgress, GetCurrentStacks, GetMaxStacks, GetTotalDuration, GetAllActiveCooldownTags. All work accurately on server and client via a client snapshot pattern - no server round-trips for UI display.

 

β–Έ SERVER RPC FUNCTIONS

ServerStartCooldown, ServerStartCooldownFromDefinition, ServerCancelCooldown. Call from clients to safely request cooldown operations on the server. Safe to call from the server directly - routes to the direct function automatically.

 

β–Έ BUILT FOR MULTIPLAYER

Server-authoritative architecture. FastArray delta replication - only changed cooldowns replicate. Full late-join state reconstruction. Tested with dedicated servers and listen servers.

 

β–Έ 100% BLUEPRINT ACCESSIBLE

Every method, every event, every query is exposed to Blueprint. Organized under CooldownSuite categories. C++ users get full access to the same API.

 

What's Included

 

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

β€’ 24 example CooldownDefinition Data Assets

β€’ CooldownBarWidget - Modular blueprint UI

β€’ Demo character and demo map showcasing all features

β€’ Pre-registered Gameplay Tags for all demo cooldowns and modifiers

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

 

Who Is This For?

 

β€’ Developers building multiplayer games with ability cooldowns who want a

reliable replicated system without building it from scratch

β€’ Teams who want designers to configure and balance cooldowns directly in the

editor without code changes

β€’ Projects that need stacking charge systems - abilities with multiple uses

before entering a cooldown period

β€’ Games where cooldown reduction is a gameplay mechanic - RPGs, MOBAs,

action games, survival games


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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 Replicated Status Effects System - 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 Replicated Attributes System - Health, Stamina, Mana, Shield, or any float-based attribute with modifiers, regeneration, and full replication.

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

Formati inclusi