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StatusFX Suite
A complete, replicated status effect system for Unreal Engine 5. Apply buffs, debuffs, DoTs, shields, and crowd control with a single component.
UE 5.7+ Multiplayer Ready No GAS Required 100% Blueprint
Quick Start API Reference View on FAB Discord
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The Problem
Every multiplayer game needs status effects — poison, burning, shields, speed buffs, stuns, heals over time. Building a replicated buff/debuff system from scratch means weeks of work: stacking logic, timer management, replication edge cases, late-join bugs, and an API that works for both C++ and Blueprint users.
GAS solves this but brings a steep learning curve and architectural overhead many projects don't need.
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The Solution
AP StatusFX Suite gives you a production-ready status effect system in one drag-and-drop component. Add it to any replicated actor. Define effects as data assets — no code required. Apply, query, and react to effects from Blueprint or C++.
Everything replicates automatically — server-authoritative mutations, FastArray delta serialization, and late-join state reconstruction included.
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Core Features
Add the AP StatusFX Suite component to any actor. All functionality — application, removal, stacking, immunity, interactions, queries, and events — lives on one component. No manager actors, no subsystems, no GAS dependency.
Create effects as Data Assets in the Content Browser. Configure duration, tick interval, stacking policy, interactions, and immunity without touching code. Designers iterate on balance without recompilation.
- None (Refresh) — reapplication resets the timer
- Stack Duration — each cast extends the timer
- Stack Intensity — each cast adds a stack (poison gets deadlier)
- Independent Instances — separate tracked instances (multiple shield layers)
- Custom Resolver — your own logic via a Blueprint-overridable class
Grant temporary or permanent immunity to specific effects. Automatic immunity on expiration (e.g., 3s fire immunity after Burning ends). DataTable-driven immunity from interaction rules. Manual GrantImmunity / RevokeImmunity API.
Define how effects interact — Frozen removes Burning, Innervate breaks Silence, ShieldBreak shatters defensive buffs. Per-definition tag removal, blocking, and DataTable-based rules with immunity grants.
OnEffectApplied, OnEffectRemoved, OnEffectRefreshed, OnEffectStackChanged, OnEffectTick, OnEffectExpired. Full snapshot data with every event. Drive UI, gameplay responses, VFX triggers, and audio cues from Blueprint.
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Start Here
Read the Quick Start Guide — 5-minute integration walkthrough from installation to your first applied effect.
Read Authoring Effects — a designer-focused guide to configuring definitions, stacking policies, and interaction rules without code.
Read the Multiplayer Guide — replication architecture, delegate authority, late-join behavior, and a pre-ship checklist.
Browse the API Reference — every class, method, delegate, enum, and struct documented.
Check the FAQ — common questions about GAS, multiplayer, stacking, and performance.
See the Changelog — version history, known limitations, and the v1.1 / v2.0 roadmap.
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32 Included Effects
Poison · Burning · Bleed · Blind · Charm · Confusion · Curse · Disease · Fear · Petrify · Shock · Silence · Sleep · Slow · Stun · Weaken · ShieldBreak
Regeneration · SpeedBoost · Shield · ArcaneIntellect · Beacon · Fortify · Innervate · Invulnerability · Renew · Reveal · Stealth · Strength · Thorns · Antidote
Frozen — removes Burning and grants 3s fire immunity.
Antidote — removes poison-tagged effects.
ShieldBreak — blocks Fortify while active.
Charm— Removes Fear & vice-versa
Create any interactions you want!
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What's Included
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Technical Specs
AfterPrime Systems — Building the Gameplay Foundation