AP Timer Suite — Replicated Timers + Threshold Events for Multiplayer UE5 ($14.99)

Hey everyone,

I’m Michael from AfterPrime Systems. I’m building a suite of multiplayer-ready gameplay plugins that share a common architecture: server-authoritative, Gameplay Tag-keyed, single component, Blueprint-first, and FastArray replicated. No GAS dependency.

AP Timer Suite is the foundation of that suite. It solves a problem I kept running into: managing replicated timers in multiplayer without building a custom replication layer every time.

WHAT IT DOES

One component on any replicated actor. You add timers by Gameplay Tag, start them on the server, and clients automatically receive replicated state via FastArray delta replication. No manual RPC wiring, no replicated booleans, no Tick-based countdown logic.

The key features:

  • Server-authoritative timer lifecycle — start, pause, resume, clear, remove. All server-side, clients read replicated state.
  • Threshold events — fire callbacks at specific progress ratios (25%, 50%, 75%, etc.). Great for UI phase transitions, “hurry up” warnings, or staged gameplay logic.
  • Late-join correctness — clients joining mid-match get the current timer state without replaying historical threshold events.
  • FastArray delta replication — only changed timers replicate, not the whole array every frame.
  • Inspector overlay — optional UMG debug widget showing all active timers, durations, and states. Filter by tag. Bind it to F9 and ship it as a dev tool.
  • 100% Blueprint accessible — every method, delegate, and query is exposed. C++ users get full access to the same API.

TYPICAL USE CASES

  • Match timers / round timers on GameState
  • Ability cooldowns on PlayerState
  • Respawn timers on Character
  • Objective timers (capture points, bomb plants) on any replicated actor
  • Any situation where multiple systems need to track time and react to progress thresholds

WHAT’S INCLUDED

  • C++ plugin with full source (Runtime module)
  • Blueprint demo character with input-driven timer examples
  • Inspector overlay (UMG, opt-in)
  • Quick Start Guide + full API reference + Changelog
  • Tested with Dedicated Server + Listen Server in PIE

TECHNICAL DETAILS

  • UE 5.4 – 5.7 supported
  • Zero external dependencies
  • No GAS required
  • Single component architecture — one AP_TimerSuite per actor, many timers

LINKS

Fab: AP Timer Suite - Replicated Timers | Fab
Documentation: https://afterprimesystems.com (Quick Start + API Reference)
Discord: AfterPrime Systems

If you want to try the AfterPrime architecture before buying, grab our free AP Event Bus — same design principles, zero cost:

OTHER AFTERPRIME PLUGINS

I’ll post updates, changelogs, and respond to questions here. Happy to answer anything about the architecture or implementation.

— Michael / AfterPrime Systems