# FAQ

Frequently asked questions about AP StatusFX Suite.


# Does this require the Gameplay Ability System (GAS)?


# Does this work in multiplayer?


# Can I use this in a singleplayer game?

Absolutely. The component works identically in singleplayer — just call the Apply/Remove methods directly without needing Server RPCs.


# Do I need to know C++ to use this?


# How do I create a new effect type?

Right-click in the Content Browser → Miscellaneous → Data Asset → select AP StatusFX Definition. Configure the tag, duration, tick interval, stacking policy, interactions, and immunity — all from the Details panel. No code required.

See Quick Start — Section 4 for a full walkthrough.


# Can designers balance effects without programmer involvement?


# How does this handle stacking?

Five built-in policies are available:

Policy Behavior
None (Refresh) Resets the timer on reapplication. Stack count stays at 1.
Stack Duration Each application extends the remaining time.
Stack Intensity Each application adds a stack (up to MaxStacks). Duration is shared.
Independent Instances Each application creates a separate tracked instance.
Custom Resolver Override with your own Blueprint logic via UAP_StackingResolver.

See Quick Start — Section 8 for full details.


# Can effects interact with each other?

Yes. Each definition can specify:

  • Tags it removes on application (e.g., Frozen removes Burning)
  • Tags that block it from being applied

For more complex interactions with immunity grants, use a DataTable assigned in Project Settings. See Quick Start — Section 9 for setup instructions.


# What about performance with many effects?


# Known Limitations in v1.0


AfterPrime Systems — Building the Gameplay Foundation