
Beschreibung
Fully functional and production-ready. Price increases with major updates (v1.5 → ~$75, v2.0 → $130). All future updates included.
Discord | Documentation & Tutorial
x2 Demo.exe — Dev build and Shipping build! Use the command "\Stat StatsX" in the Dev build to profile.
The Explainer - Interactive Documentation and Tutorials, chat directly with the codebase (link with Order ID verification)
Stats_X — Attributes, Status Effects & Ability System for Unreal Engine 5
Build any gameplay system that touches stats, buffs, abilities, cooldowns, damage, or status effects. Stats_X gives you a visual authoring editor that compiles to native-speed bytecode, a complete attribute and modifier engine, built-in multiplayer replication, and a node library that covers instant damage, timed loops, event-driven combos, animation-driven abilities, interceptors, VFX/SFX, and more — all in one plugin.
Why Stats_X instead of GAS
GAS is powerful, but it comes with a steep learning curve, deep UObject hierarchies, per-ability instancing overhead, and Gameplay Effect boilerplate that slows iteration. Stats_X covers the same design space — attributes, modifiers, stacking buffs and debuffs, abilities, costs, cooldowns, damage mitigation, and networking — with a workflow that is faster to learn, faster to author, and cheaper to run.
The key difference: in Stats_X you build status logic in a visual graph editor (StatusForge), and that graph is compiled into compact bytecode executed by a purpose-built virtual machine (ForgeVM) with zero per-execution allocation and a flat function-pointer dispatch table. No deep call chains. No reflection overhead. Visual authoring, native performance.
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⚡STATUSFORGE — VISUAL ABILITY EDITOR
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StatusForge is a Blueprint-style graph editor where you build every gameplay effect in your game: spells, passives, buffs, debuffs, cooldowns, damage-over-time, area effects, combo windows, aura systems, world events, and more.
How it works: you design the logic as a visual graph, click Compile, and the editor generates a runtime data asset with everything the VM needs — bytecode, typed constant pools, variable layouts, function tables. The authoring asset stays in the editor. The game executes the compiled output.
Key authoring features:
Blueprint-style graph
Six stacking policies: Aggregate, Aggregate & Refresh, Refresh Only, Override, Reject, Independent
Per-caster stack separation for multi-actor interactions
Status variables with 24 supported types
Variable overrides: customize any variable at cast time from Blueprint, C++, or another status graph
Export to JSON and import in seconds — share, reuse, and build a community library of reusable statuses
Dynamic pins: Cast Status and Send Forge Event nodes expose typed input pins automatically based on the target status's declared variables
Node library covers:
Flow
Actions
Cosmetics
World
Checks
Getters
Math and utilities
Extension: if the built-in nodes do not cover a need, extend via:
Custom Actions and Custom Checks — Blueprint or C++ classes with instance-editable properties that become graph pins. The right path for Blueprint-first teams and rapid iteration.
Native Custom Nodes — define a full node in the editor (pins, bit layout, display category), implement a C++ handler with the FForgeNodeFunc signature, register it with FForgeNodeRegistry_Runtime. The right path when you want to collapse multiple graph steps into one native VM dispatch for performance-sensitive reusable logic.
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📊ATTRIBUTE & MODIFIER SYSTEMS
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Every gameplay value is a tag-driven attribute with three components:
Current — the live usable value
Max — derived from Base plus active modifiers
Base — the innate design value, never touched by modifiers
Two semantic categories:
Resource attributes (StatsX.Attribute.Resource.*) — independent Current and Max, e.g. Health, Mana, Stamina
Stat attributes (StatsX.Attribute.Stat.*) — Current mirrors Max, e.g. Armor, Move Speed, Crit Chance
Overflow mode disables clamping for timers, counters, and signed internal values. Per-attribute replication opt-out keeps server-only scratch values off the wire.
Modifiers stack non-destructively using: Max = (Base + ΣAdditive) × ΠMultiplicative.
Removing a modifier always restores the correct value regardless of removal order. Group by OwnerID for automatic bulk cleanup when an effect ends. Filter by SourceTag for category queries and removal.
Threshold system fires a delegate when an attribute crosses a boundary — no per-frame polling needed.
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🎯FORGE EVENTS & INTERCEPTORS
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Forge Events let statuses pause and wait for named gameplay signals — animation notifies, combo inputs, projectile callbacks — instead of guessing timing with delays. Wait For Event suspends on one tag. Wait For Events listens for multiple events simultaneously with per-event trigger budgets and timeouts. Send Forge Event works from status logic, Blueprint, C++, AnimNotify, or any world-context object.
Interceptors observe, modify, or block operations in other statuses. Three scopes: Caster, Target, Global. Pre-events modify payload fields before an operation finalizes or halt the triggering status entirely. Post-events react after the result is produced. Classic patterns: Mana Shield redirecting health damage; outgoing damage amplification from a caster buff.
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🌐MULTIPLAYER & REPLICATION
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Split replication model: gameplay state and cosmetic presentation travel on separate channels.
Gameplay channel (FastArraySerializer): attributes, modifiers, status tags, lifecycle seeds (StatusID, timing, stack count), and delta updates for already-active statuses. Status instances are server-only — clients receive exactly what they need for UI, queries, and cosmetics.
Seven BlueprintAssignable delegates: OnAttributeChanged, On Casted/Received StatusTagChanged, On Casted/Received StatusSet, On Casted/Received StatusUpdate.
Cosmetic channel (NetCueRelay actors): state-reliable delivery for persistent cues (montage, looping VFX), burst-unreliable for one-shot impacts. Dedicated server emits cues; clients execute playback locally with handle-based VFX/SFX tracking for stop and update operations.
🎮 PERFECT FOR
RPG stat systems
Combat with damage types, resistances, immunities & combos
Ability systems with cooldowns, costs & counteractions
Survival mechanics (hunger, thirst, temperature)
Buff/debuff management
Achievement & progression tracking
Cars, Cards, Board games — whatever your project, Stats_X fits
⚡ PERFORMANCE
Benchmarked and optimized for scale:
120 FPS maintained with 5000+ actors under interval looping status effects
5000+ concurrent interval looping status on a single actor
10-100x lighter event-based status vs looping
Zero GC allocations — full object pooling
Smart tick management — One tick to handle them all
Heavy focus on profiling tools.
🛠️ BUILT FOR DEVELOPERS
100% Blueprint Compatible
Extensible
GameplayTag Based
Event Dispatchers
Comprehensive Documentation
Discord Support with optional ticket system to request help in private








