# Changelog


# [1.0.1] — 2026-03-26

# Fixed


# [1.0.0] — 2026-03-26

# Initial Release

  • UAP_AttributeSuiteComponent — server-authoritative attribute management with full multiplayer replication
  • FastArray-replicated attribute state — CurrentValue, BaseValue, MinValue, EffectiveMax replicate to clients
  • UAP_AttributeSet DataAsset — data-driven attribute definitions with no code required
  • Gameplay Tag-keyed attribute identification
  • Three modifier types: Additive, Multiplicative, Override
  • Timed modifiers with configurable auto-expiry duration
  • FAP_AttributeModifierHandle — Blueprint-safe handle for targeted modifier removal
  • AddModifier, RemoveModifier, RemoveAllModifiers
  • Override type: only one active per attribute — adding a second removes the first automatically
  • Per-attribute regeneration configured in the DataAsset — bRegenEnabled, RegenRatePerSecond, RegenDelay
  • Regen runs at 10 Hz server-side — no actor Tick dependency
  • SetRegenEnabled for runtime override
  • Regen delay resets on negative delta (damage)
  • OnAttributeChanged — fires on server and client with OldValue and NewValue
  • OnAttributeDepleted — edge-detected, fires only on transition to minimum
  • OnAttributeRestored — edge-detected, fires only on transition above minimum
  • OnModifierAdded — server only, fires with modifier handle
  • OnModifierRemoved — server only, fires on manual removal or timer expiry
  • GetCurrentValue, GetBaseValue, GetMaxValue, GetMinValue, GetNormalizedValue
  • HasAttribute, GetAllAttributeTags
  • All query functions BlueprintPure — safe on any machine
  • UAP_AttributeStatics — zero-setup access from any Blueprint
  • GetAttributeValue, GetNormalizedAttributeValue — one-liner shorthands
  • GetAttributeComponent, HasAttributeComponent — actor-level component lookup
  • Falls back to FindComponentByClass if interface not implemented
  • UAP_AttributeWidgetBase — C++ base class supporting two usage patterns
  • Single-attribute bar via BindToAttribute + OnDisplayUpdated
  • Multi-attribute panel via InitForActor + OnActorInitialized
  • CurrentValue, MaxValue, NormalizedValue exposed as Blueprint-readable properties
  • IAP_AttributeInterface — optional interface for typed checking and custom component resolution
  • Default implementation uses FindComponentByClass
  • Override GetAttributeComponent for custom routing or multi-component actors
  • GetSnapshot — full state dump of all attributes, callable on any machine
  • DebugPrint — logs all attribute values and modifier counts to Output Log
  • Pre-registered Gameplay Tags: AP.Attribute.Health, AP.Attribute.Stamina, AP.Attribute.Mana, AP.Attribute.Shield
  • Extend with your own tags via Project Settings or Config/AP_AttributeTags.ini

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