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AP Attribute Suite
A complete, replicated attribute system for Unreal Engine 5. Health, Stamina, Mana, Shield — any float-based attribute with modifiers, regeneration, and full multiplayer replication.
UE 5.7+ Multiplayer Ready No GAS Required 100% Blueprint
Quick Start API Reference Discord
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The Problem
Every game needs attributes — Health, Stamina, Mana, Shield. Building a replicated attribute system from scratch means managing replication, modifier stacking, regeneration timers, depletion events, and a clean Blueprint API — all while keeping it server-authoritative and accurate on clients without server round-trips.
GAS solves this but brings a steep learning curve and architectural overhead many projects don't need.
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The Solution
AP Attribute Suite gives you a production-ready attribute system in one drag-and-drop component. Define attributes as Data Assets, apply modifiers at runtime, configure regeneration per attribute — all from the Details panel. Query any attribute accurately from Blueprint or C++ on any machine.
Everything replicates automatically — server-authoritative mutations, FastArray delta serialization, and accurate client display.
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Core Features
Define attributes as UAP_AttributeSet Data Assets — configure tag, base value, min, max, regen rate, and regen delay from the Details panel. No code required. Assign one or more attribute sets to the component.
Three modifier types applied at runtime:
- Additive — added to base max.
+50raises max 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.
Configure regen per attribute in the DataAsset — rate per second and delay after damage. Override at runtime with SetRegenEnabled. Regen runs at 10 Hz server-side with no Tick dependency on your actor.
OnAttributeChanged, OnAttributeDepleted, OnAttributeRestored, OnModifierAdded, OnModifierRemoved. Edge-detected depletion and restore events — fire only on state transitions, not repeatedly. Full old/new value data with every change event.
GetCurrentValue, GetBaseValue, GetMaxValue, GetMinValue, GetNormalizedValue, HasAttribute, GetAllAttributeTags. All accurate on server and client via replicated FastArray state. GetNormalizedValue drives progress bars directly.
GetAttributeValue, GetNormalizedAttributeValue, GetAttributeComponent, HasAttributeComponent — zero-setup access from any Blueprint without interface implementation or component references.
UAP_AttributeWidgetBase supports two patterns — single-attribute bar binding via BindToAttribute, and multi-attribute panel creation via InitForActor and OnActorInitialized. Build your health bar or full attribute panel without writing widget boilerplate.
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Start Here
Read the Quick Start Guide — DataAsset setup, component configuration, mutations, delegates, and widget setup in one walkthrough.
Browse the API Reference — every class, function, delegate, enum, and struct documented.
See the Changelog — version history and fixes.
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Default Tags
The plugin ships with four pre-registered Gameplay Tags:
Use any FGameplayTag — not limited to the AP.Attribute.* namespace.
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What's Included
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Technical Specs
AfterPrime Systems — Building the Gameplay Foundation