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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
Add AP Timer Suite Component to a replicated actor (recommended: PlayerState / GameState).
Server: AddTimer(Tag) → StartTimerAdvanced(Tag, Params) (or StartTimerSimple)
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