[Released] Status Effect System — Pure C++ | UE 5.4–5.8

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:

  • Buff / Debuff with Duration or Infinite Effect support

  • Three Stack Policies: Add / Refresh / Replace, with Max Stack Count

  • GameplayTag-based effects, Immunity & Cleanse

  • DataTable-driven configuration

  • Built-in delegates: OnApplied, OnRemoved, OnStackChanged, OnExpired, OnPeriodicTick

  • Compatible with existing stat, attribute, or health systems via IEffectTargetInterface

  • Periodic effects (DoT/HoT)

  • 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.