#AP Attribute Suite - Replicated Attribute System

1 messages · Page 1 of 1 (latest)

tepid yoke
#

https://www.fab.com/listings/2f840136-ee99-41fb-a5c9-aa811cddb23e

Production-ready attribute management for multiplayer — Health, Stamina, Mana, Shield, or any float-based attribute with modifiers, regeneration, and full replication. One component, zero GAS dependency.

Built for Unreal Engine 5 with server-authoritative replication, FastArray delta updates, data-driven attribute definitions, three modifier types with timed expiry, per-attribute regeneration, edge-detected depletion events, and a full Blueprint API. Includes UMG widget base classes, a static helper library, and complete documentation.

Core Features
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
▸ DATA-DRIVEN ATTRIBUTE DEFINITIONS
Define attributes as AttributeSet Data Assets — configure tag, base value, min, max, regen rate, and regen delay from the Details panel. Assign one or more sets to the component. No code required.

▸ THREE MODIFIER TYPES
• Additive — added to base max. +50 raises max Health by 50
• Multiplicative — multiplied after additive modifiers. 1.5 = 50% increase
• Override — replaces EffectiveMax entirely. Only one active per attribute at a time

Timed modifiers auto-expire. Store the returned handle to remove modifiers early.

▸ PER-ATTRIBUTE REGENERATION
Configure regen per attribute — rate per second and delay after damage. Override at runtime. Regen runs at 10 Hz server-side with no actor Tick dependency required.

▸ BUILT FOR MULTIPLAYER
Server-authoritative architecture. FastArray delta replication — only changed attributes replicate. Late-join clients receive full current attribute state automatically. Tested with dedicated servers and listen servers.

▸ 100% BLUEPRINT ACCESSIBLE
Every method, every delegate, every query exposed to Blueprint. Static helper library for zero-setup access. C++ users get full access to the same API.

Fab.com

▶️ Showcase | PDF Documentation | 💬 Discord Support  Production-ready attribute management for multiplayer — Health, Stamina, Mana, Shield, or any float-based attribute with modifiers, regeneration, and full replication. One component, zero GAS dependency.  Built for Unreal Engine 5 with server-authoritative replication, FastArray d...