Hey everyone,
I’m Michael from AfterPrime Systems. Just shipped the fifth plugin in the AfterPrime multiplayer suite — a replicated attribute system for health, stamina, mana, shield, or any float-based attribute you need.
WHAT IT DOES
One component on any replicated actor. Define attributes as DataAssets in the Content Browser — tag, base value, min, max, regen rate, regen delay. The server owns all mutations, clients read replicated state via FastArray delta replication.
The part that took the most work: the modifier system. Three types — Additive, Multiplicative, and Override — with a defined evaluation order (base max, sum additives, apply multiplicatives, override replaces). Modifiers can be permanent or timed with automatic expiry. A buff that gives +50 max health for 30 seconds is one AddModifier call.
Regeneration is per-attribute with configurable delay after damage. Take damage, regen pauses for N seconds, then ticks back up at a configurable rate. Toggle it on/off at runtime per attribute.
CORE FEATURES
- Server-authoritative mutations — ApplyDelta, SetCurrentValue, ResetToBase, AddModifier, RemoveModifier. All server-only, clients read replicated state.
- Data-driven definitions — create attribute sets as DataAssets. Configure everything from the Details panel. Designers balance without code changes.
- Three modifier types — Additive, Multiplicative, Override. Defined evaluation order. Timed expiry with automatic cleanup.
- Per-attribute regeneration — configurable rate and delay-after-damage. Toggle at runtime.
- Edge-detected depletion events — OnAttributeDepleted fires once when an attribute hits min. OnAttributeRestored fires once when it recovers. No polling needed for death triggers.
- UMG widget base class — smooth bar interpolation, trailing damage indicator bar, LastDelta for floating combat text. Per-attribute styling via Switch on Gameplay Tag. Multi-attribute panel support.
- Full query API — GetCurrentValue, GetNormalizedValue, GetMaxValue, HasAttribute, GetAllAttributeTags. All safe on server and client.
- Static helper library — UAP_AttributeStatics gives you one-liner attribute access from any Blueprint. No interface required.
- FastArray delta replication — only changed attributes replicate. Late-join clients get full state.
- Gameplay Tag-keyed — ships with AP.Attribute.Health, .Stamina, .Mana, .Shield. Add your own.
WHAT’S INCLUDED
- C++ plugin with Runtime module, full source
- UAP_AttributeSet DataAsset class
- UAP_AttributeWidgetBase UMG base class with smooth interpolation
- IAP_AttributeInterface for typed component lookup
- UAP_AttributeStatics Blueprint function library
- Demo map with showcase zones
- Demo character with keyboard inputs and Server RPCs
- Multi-bar attribute panel example
- Quick Start Guide + full API Reference + Changelog
TECHNICAL DETAILS
- UE 5.4 – 5.7 supported
- Zero external dependencies, no GAS
- Single component architecture
- Tested with Dedicated Server + Listen Server in PIE
LINKS
Fab ($24.99): https://www.fab.com/listings/cc9d3474-f542-41b7-8f99-055562b108df
Documentation: https://afterprimesystems.com
Discord: AfterPrime Systems
Try our free AP Event Bus to see the AfterPrime quality standard before buying:
OTHER AFTERPRIME PLUGINS
- AP Event Bus — Replicated Event Messaging (FREE): https://www.fab.com/listings/7f30d43d-b966-4624-940c-61fa258edaac
- AP Timer Suite — Replicated Timers + Threshold Events ($14.99): AP Timer Suite - Replicated Timers | Fab
- AP Cooldown Suite — Replicated Cooldowns ($24.99): AP Cooldown Suite - Replicated Cooldowns System | Fab
- AP StatusFX Suite — Replicated Status Effects ($24.99): https://www.fab.com/listings/73ab552e-1616-462e-ad5f-842471868e11
Updates and changelogs will be posted in this thread. Happy to answer questions.
— Michael / AfterPrime Systems
