Hey everyone,
I’m Michael from AfterPrime Systems. This is the third plugin in a growing suite of multiplayer-ready gameplay systems — all server-authoritative, Gameplay Tag-keyed, Blueprint-first, and FastArray replicated. No GAS dependency.
AP Cooldown Suite is purpose-built for ability cooldown management in multiplayer games. If you’ve ever wired up replicated cooldowns manually — tracking charges, global cooldowns, cooldown reduction, shared groups — you know how quickly it gets messy. This handles all of it in a single component.
CORE FEATURES
- Server-authoritative cooldown lifecycle — start, query, reset. Server owns the state, clients read replicated snapshots.
- Charge system — abilities with multiple charges that regenerate independently.
- Global cooldowns — trigger a shared cooldown across multiple abilities with one call.
- Cooldown reduction — percentage-based CDR that applies automatically.
- Shared cooldown groups — tag-based grouping so triggering one ability puts related abilities on cooldown.
- FastArray delta replication — only changed cooldowns replicate.
- Late-join correctness — clients joining mid-match get accurate remaining cooldown times.
- UI-ready query API — GetRemainingTime, GetRemainingRatio, IsOnCooldown, GetChargesRemaining. Drive your cooldown UI directly from queries.
- 100% Blueprint accessible — full C++ API also available.
WHO IS THIS FOR
- Multiplayer action games, RPGs, MOBAs, or shooters with ability cooldowns
- Any project using a skill/ability bar that needs replicated cooldown state
- Developers who want cooldown management without adopting GAS
WHAT’S INCLUDED
- C++ plugin with full source
- Blueprint demo content with example abilities and cooldown configurations
- Quick Start Guide + API Reference + Changelog
TECHNICAL DETAILS
- UE 5.4 – 5.7 supported
- Zero external dependencies, no GAS
- Single component architecture
- DataAsset-driven cooldown definitions
LINKS
Fab: AP Cooldown Suite - Replicated Cooldowns System | Fab
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): AP Event Bus - Replicated Event Messaging System | Fab
- AP Timer Suite — Replicated Timers + Threshold Events ($14.99): AP Timer Suite - Replicated Timers | Fab
- AP StatusFX Suite — Replicated Status Effects ($24.99): AP StatusFX Suite - Replicated Status Effects & Buff/Debuff System | Fab
Updates and changelogs will be posted in this thread. Questions welcome.
— Michael / AfterPrime Systems
