AP Attribute Suite — Replicated Attribute System for Multiplayer UE5 ($24.99)

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

Updates and changelogs will be posted in this thread. Happy to answer questions.

— Michael / AfterPrime Systems