Hey everyone,
I’m Michael from AfterPrime Systems. This is the most feature-rich plugin in the AfterPrime suite — a full status effect system with stacking, immunity, effect interactions, and a buff bar widget. Same architecture as all our plugins: server-authoritative, Gameplay Tag-keyed, single component, Blueprint-first, FastArray replicated. No GAS dependency.
THE PROBLEM IT SOLVES
If you’ve searched for “status effects” or “buff/debuff system” on Fab, you’ve probably found Blueprint-only products with no multiplayer support and no stacking logic. If you’ve looked at GAS Companion or Ninja GAS, you’ve found excellent products that require adopting the full Gameplay Ability System. AP StatusFX Suite sits in the middle: C++ performance, Blueprint accessibility, built-in replication, proper stacking — without GAS.
CORE FEATURES
- Server-authoritative effect lifecycle — apply, remove, refresh, expire. Server owns the state, clients read replicated snapshots.
- DataAsset-driven effect definitions — create new effects in the Content Browser. Duration type, tick interval, stacking policy, icon, and tags all defined per-asset.
- Five stacking policies — None (refresh duration), Duration (extend), Intensity (increase magnitude), Independent (separate instances), Custom (Blueprint override via StackingResolver).
- Duration & tick engine — TimerManager-based, no Tick dependency. Timed, instant, and infinite duration types. Configurable tick intervals for DoTs/HoTs.
- Tag-based immunity — grant temporary or permanent immunity to specific effects. “After burning ends, immune to fire for 3 seconds.”
- Effect interaction rules — data-driven tag interactions. Applying Freeze removes and blocks Burning. Defined via DataTable.
- Six Blueprint delegates — OnEffectApplied, OnEffectRemoved, OnEffectRefreshed, OnEffectStackChanged, OnEffectTick, OnEffectExpired.
- Full query & snapshot API — HasEffect, GetStackCount, GetRemainingDuration, GetAllActiveEffectSnapshots, GetEffectsByQuery. All safe on server and clients.
- Buff bar UI widget — example UMG widget displaying active effects with icons, stack counts, and duration indicators.
- FastArray delta replication — only changed effects replicate. Late-join clients get full state without replaying expired effects.
WHO IS THIS FOR
- RPGs, action games, survival games, MOBAs — any genre with buffs, debuffs, DoTs, HoTs, or status conditions
- Multiplayer projects that need replicated effect state without building it from scratch
- Developers who want status effects without the GAS learning curve
WHAT’S INCLUDED
- C++ plugin with full source (Runtime + Editor modules)
- StatusEffectDefinition DataAssets — create effects in Content Browser
- StackingResolver — extend with custom Blueprint stacking logic
- EffectInteractionRule DataTable — define tag interactions data-driven
- Demo map with example scenarios (timed buff, stacking poison DoT, immunity, multiplayer sync)
- Buff bar UI widget (UMG)
- Quick Start Guide + full API Reference + Changelog
TECHNICAL DETAILS
- UE 5.4 – 5.7 supported
- Zero external dependencies, no GAS
- Single component architecture
- Interface-based component lookup (IAP_StatusFXSuiteTarget)
LINKS
Fab: https://www.fab.com/listings/73ab552e-1616-462e-ad5f-842471868e11
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 Cooldown Suite — Replicated Cooldowns ($24.99): https://www.fab.com/listings/7f56a8df-27f7-485f-989e-7f62c0d77787
Updates and changelogs will be posted in this thread. Happy to answer architecture or implementation questions.
— Michael / AfterPrime Systems
