AfterPrime - AP Timer Suite — Replicated Timers

Quick Start Guide | Documents | 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) → 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