# Changelog


# [1.0.0] — 2026-03-10

# Initial Release

  • Server-authoritative UAP_StatusFXSuiteComponent with full replication support.
  • FastArray delta serialization for bandwidth-efficient effect state replication.
  • Late-join state reconstruction — clients joining mid-game receive correct effect state.
  • TimerManager-based duration and tick engine — no Tick dependency.
  • UAP_StatusEffectDefinition data asset — designers create and configure effects in the Content Browser with zero code.
  • Three duration types: Timed, Infinite, Instant.
  • Configurable tick intervals for periodic effects (DoTs, HoTs).
  • Per-definition interaction rules: RemovesEffectsWithTags, BlockedByEffectsWithTags.
  • Per-definition immunity grants on expiration.
  • Icon property for UI integration.
  • Editor validation warnings for invalid configurations.
  • Five built-in stacking policies: None (Refresh), Stack Duration, Stack Intensity, Independent Instances, Custom Resolver.
  • Per-definition MaxStacks cap.
  • Global MaxIndependentStacks safety cap via Project Settings.
  • UAP_StackingResolver abstract base class for Blueprint-extensible custom stacking logic.
  • Six BlueprintAssignable delegates: OnEffectApplied, OnEffectRemoved, OnEffectRefreshed, OnEffectStackChanged, OnEffectTick, OnEffectExpired.
  • Delegates fire on both server and client where applicable.
  • Snapshot data provided with Applied and Tick events for immediate UI consumption.
  • HasEffect, HasEffectMatchingQuery, IsImmuneToEffect.
  • GetStackCount, GetActiveEffectCount, GetRemainingDuration, GetElapsedTime, GetRemainingRatio.
  • GetEffectSnapshot, GetAllActiveEffectSnapshots, GetEffectSnapshotsByQuery, GetActiveEffectTags.
  • All queries work on both server and client via replicated state.
  • Tag-based temporary immunity with configurable duration.
  • Automatic immunity grants from interaction rules (DataTable).
  • Automatic immunity grants on effect expiration (per-definition).
  • Manual GrantImmunity / RevokeImmunity API.
  • Per-definition tag-based removal (RemovesEffectsWithTags).
  • Per-definition tag-based blocking (BlockedByEffectsWithTags).
  • DataTable-driven interaction rules with immunity grants via Project Settings.
  • Supports mutual cancellation patterns (e.g., Frozen/Burning).
  • 100% of functionality accessible via Blueprint nodes.
  • UAP_StatusFXBlueprintLibrary with 5 static helper functions.
  • IAP_StatusFXSuiteTarget interface for standardized component lookup.
  • UAP_StatusFXSettings for project-wide configuration via Project Settings.
  • Organized Blueprint categories under AP > StatusFX.
  • 31 effect definitions across Buff and Debuff categories.
  • 6 core effects: Poison, Regeneration, SpeedBoost, Burning, Frozen, Shield.
  • 25 extended effects: Bleed, Blind, Charm, Confusion, Curse, Disease, Fear, Petrify, Shock, ShieldBreak, Silence, Sleep, Slow, Stun, Weaken, Antidote, ArcaneIntellect, Beacon, Fortify, Innervate, Invulnerability, Renew, Reveal, Stealth, Strength, Thorns.
  • 64×64 PNG icons for all effect types.
  • DataTable with example interaction rules.
  • Demo character with keyboard-triggered effects and Server RPCs.
  • Buff bar UI with icon display, countdown timers, and stack count overlay.
  • Effect trigger volumes (overlap-based application with optional reapply timer).
  • Effect dispenser actors (interaction-based buff granting with single-use option).
  • Fully built demo map with labeled zones showcasing all features.
  • GameMode Blueprint for plug-and-play demo testing.
  • Two modules: APStatusFXRuntime (shipping) and APStatusFXEditor (editor-only).
  • 21 source files (10 headers, 11 implementations).
  • Gameplay Tag registration via plugin Config/Tags/StatusFXTags.ini.
  • UE 5.7+ compatible. Windows platform support.
  • All file paths under 170 characters from plugin root.
  • Copyright notices in all source files.

# Known Limitations in v1.0


# [1.1.0] — Planned


# [2.0.0] — Future Roadmap


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