# AP CooldownSuite

A complete, multiplayer-ready cooldown and charge system for Unreal Engine 5.

UE 5.7+ Multiplayer Ready Stacking Charges 100% Blueprint

Quick Start API Reference Discord


# The Problem

Every game with abilities needs cooldowns. Building a replicated cooldown system from scratch means managing timers, replication edge cases, stacking charges, cooldown reduction modifiers, late-join state, and a clean Blueprint API — all while keeping it server-authoritative.

# The Solution

AP CooldownSuite gives you a production-ready cooldown system in one drag-and-drop component. Add it to any replicated actor, define cooldowns as data assets or start them directly with a tag and duration, and drive your UI from built-in delegates and query functions.

Everything replicates automatically — server-authoritative mutations, FastArray delta serialization, and accurate client-side time display without server round-trips.


# Core Features

Add UAP_CooldownSuiteComponent to any actor. All cooldown state — lifecycle, stacking, modifiers, replication, and events — lives on one component. No manager actors, no subsystems.

Define cooldowns as UAP_CooldownDefinition Data Assets — configure tag, duration, stack count, replenish mode, and default modifiers from the Details panel. No code required.

Two built-in replenish modes:

  • Sequential — one charge refills per cooldown interval, each on its own timer
  • AllAtOnce — all consumed charges return together when the cooldown expires

Runtime cooldown reduction via FAP_CooldownModifier. Apply global modifiers (affect all cooldowns) or targeted modifiers (affect one specific tag). Stack multipliers and flat offsets independently. Add and remove modifiers at any time.

OnCooldownStarted, OnCooldownFinished, OnCooldownCancelled, OnCooldownStackChanged. Fire on both server and client. Full payload data with every event.

IsOnCooldown, GetRemainingTime, GetProgress, GetCurrentStacks, GetMaxStacks, GetTotalDuration, GetAllActiveCooldownTags. All work accurately on server and client using a client snapshot pattern — no server round-trips for UI display.


# Start Here

Read the Quick Start Guide — installation through your first working cooldown in minutes.

Browse the API Reference — every class, function, delegate, enum, and struct documented.

See the Changelog — version history and what was shipped.


# What's Included

Category Contents
Plugin Runtime module, full source
Data Assets 4 example UAP_CooldownDefinition assets — Fireball, Dash, Shield, HealthPotion
UI Base Classes UAP_CooldownBarWidget — single cooldown display, UAP_CooldownAbilityBarWidget — dynamic multi-cooldown container
Demo Demo character, demo map showcasing all features
Tags Pre-registered Gameplay Tags for all demo cooldowns and modifiers
Docs Quick Start, API Reference, Changelog

# Technical Specs

Property Value
Engine Unreal Engine 5.7+
Platform Windows (Win64)
Network Dedicated server + listen server
Dependencies GameplayTags · NetCore — no third-party libraries
GAS Required No
Blueprint 100% accessible
Client Time Display Snapshot pattern — accurate without server round-trips

AfterPrime Systems — Building the Gameplay Foundation