# Changelog


# [1.0.0] — Initial Release

  • UAP_CooldownSuiteComponent with full cooldown lifecycle management
  • Server-authoritative architecture — all mutations server-side, state replicates to clients via FastArray delta serialization
  • Client-side snapshot pattern for accurate GetRemainingTime and GetProgress display without server round-trips
  • UAP_CooldownDefinition Data Asset — configure tag, duration, stack count, replenish mode, and default modifiers from the Details panel with zero code
  • Minimum cooldown duration floor (MinimumCooldownDuration) prevents modifiers from producing zero or negative durations
  • MaxStacks per definition — single charge (1) or multi-charge (2+)
  • Two replenish modes: Sequential (one charge per interval) and AllAtOnce (all charges return together)
  • OnCooldownStackChanged delegate fires on both consume and replenish
  • Runtime cooldown reduction via FAP_CooldownModifier
  • Multiplier and FlatOffset modifier types — stack independently, evaluated at cooldown start time
  • Global modifiers (empty TargetCooldownTag) and targeted modifiers (specific tag)
  • AddModifier, RemoveModifier, ClearAllModifiers, HasModifier API
  • Four BlueprintAssignable delegates: OnCooldownStarted, OnCooldownFinished, OnCooldownCancelled, OnCooldownStackChanged
  • Delegates fire on both server and client via direct mutation and FastArray replication callbacks respectively
  • IsOnCooldown, GetRemainingTime, GetProgress, GetCurrentStacks, GetMaxStacks, GetTotalDuration, GetAllActiveCooldownTags
  • All queries accurate on server and client
  • ServerStartCooldown, ServerStartCooldownFromDefinition, ServerCancelCooldown
  • Safe to call from server or client — server routes to direct function automatically
  • UAP_CooldownBarWidget — single-cooldown HUD widget base class with OnCooldownUpdated and OnCooldownComplete Blueprint overridable events
  • UAP_CooldownAbilityBarWidget — dynamic container that auto-spawns and removes bar widgets as cooldowns become active and expire
  • Demo character and demo map showcasing all features
  • 4 example UAP_CooldownDefinition Data Assets: CDA_Fireball, CDA_Dash, CDA_Shield, CDA_HealthPotion
  • Pre-registered Gameplay Tags for all demo cooldowns and modifiers

AfterPrime Systems — Building the Gameplay Foundation