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AP Timer Suite - Replicated Timers ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ
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๐Ÿ“„ Quick Start Guide | ๐Ÿ“˜ Documentation | ๐Ÿ’ฌ Discord Support

AP Timer Suite is a lightweight server-authoritative replicated timer component that manages multiple gameplay timers keyed by Gameplay Tags. It provides late-join / join-in-progress safe snapshots, replication-driven events, and clean pause/resume semantics - ideal for cooldowns, objectives, and staged effects.

Key Features

  • Server-authoritative timer state (clients consume replicated snapshots/events)

  • Gameplay Tag addressing (ex: Timer.Cooldown.Dodge, Timer.Match.Round)

  • Threshold events per timer (ex: 0.25 / 0.5 / 0.75, any count supported)

  • Pause / Resume / Clear / Remove with explicit end semantics

  • FastArray delta replication (replicates only timer changes)

  • Blueprint-first API + snapshot queries for UI/gameplay

  • UMG Inspector Overlay (filter/search, include inactive, auto-refresh)

  • Join-in-progress safe (no replay of past thresholds; future thresholds still fire)

Common Uses

  • Cooldowns + UI progress bars (late-join correct)

  • Ability gating (server authoritative)

  • Buff/debuff expirations + staged thresholds

  • Objectives / match flow timers

Quick Start

  1. Add AP Timer Suite Component to a replicated actor (recommended: PlayerState / GameState).

  2. Server: AddTimer(Tag) โ†’ StartTimerAdvanced(Tag, Params) (or StartTimerSimple)

  3. Bind events (Started / Paused / Resumed / Threshold / Ended).
    Server mutates timers; clients read snapshots for UI.

Included

  • Component + Blueprint events & query functions

  • UMG Inspector sample + demo workflow

  • Multiplayer example map


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    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 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 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.
    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 - use one or combine them for a complete GAS-free multiplayer combat stack.

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