Status Effect System is a standalone gameplay effect framework built entirely in Pure C++ for Unreal Engine 5.
Designed for projects that need a flexible Buff/Debuff system without requiring the full Gameplay Ability System, it uses a Zero-Tick, event-driven architecture and has no dependency on other plugins.
Key Features:
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Buff / Debuff with Duration or Infinite Effect support
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Three Stack Policies: Add / Refresh / Replace, with Max Stack Count
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GameplayTag-based effects, Immunity & Cleanse
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DataTable-driven configuration
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Built-in delegates: OnApplied, OnRemoved, OnStackChanged, OnExpired, OnPeriodicTick
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Compatible with existing stat, attribute, or health systems via IEffectTargetInterface
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Periodic effects (DoT/HoT)
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Fully playable demo level with Player & Enemy, targeting, floating damage text, and example visual feedback
Not Included:
Visual effects (Niagara, animation, sound) are intentionally left to the user through delegates.
Engine Compatibility:
UE 5.4–5.8
Documentation:
Setup Guide + DataTable Structure Guide (EN/KR)
Available now on Fab : Status Effect System – Pure C++ | Buff, Debuff & Gameplay Effects (UE 5.4–5.8) | Fab
Happy to answer any questions about the architecture or DataTable setup.






