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Quick Start Guide
UE 5.7+ Version 1.0
Get up and running with AP StatusFX Suite in under 5 minutes.
Support: discord.gg/n5HxmrkpC4
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1. Installation
- Copy the
AfterPrimeStatusFXSuite/folder into your project'sPlugins/directory. - Open your
.uproject— Unreal will detect the new plugin and compile it automatically. If prompted about missing modules, click Yes to build. - Open the editor — confirm the plugin is enabled under Edit → Plugins → AfterPrime.
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2. Add the Component
The StatusFX Suite is a single component you add to any replicated actor.
- Open your Character or Pawn Blueprint.
- Click Add Component → search for "AP StatusFX Suite" → add it.
- The component handles all replication automatically — no additional setup required.
That's it!
Your actor can now receive, track, and replicate status effects.
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3. Implement the Interface (Optional but Recommended)
The IAP_StatusFXSuiteTarget interface lets other systems find the component on your actor without hard references.
- Open your actor Blueprint → Class Settings.
- Under Interfaces → Add → search for "StatusFX Suite Target".
- Compile the Blueprint.
- In My Blueprint → Interfaces, double-click GetStatusEffectComponent.
- Drag your AP_StatusFXSuite component from the Components panel → connect it to the Return Value pin.
- Compile.
Why use the interface?
Any system can call GetStatusEffectComponent() on your actor to find the component without a hard reference to your specific actor class. This is especially useful in shared gameplay systems.
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4. Create an Effect Definition
Status effects are defined as Data Assets — no code required.
- In the Content Browser: Right-click → Miscellaneous → Data Asset.
- Select AP_StatusEffectDefinition as the class.
- Name it with the
SFX_Def_prefix (e.g.,SFX_Def_Poison).
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Configuration Properties
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Example: A Simple Poison DoT
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5. Apply an Effect
In any Blueprint graph, search for "Apply Effect to Actor" (under AP > StatusFX > Helpers):
If you have a direct reference to the component:
- Get the AP_StatusFXSuite component reference.
- Call Apply Effect.
- Pass the Definition, Instigator, Duration Override, and Initial Stacks.
Server Authority Required
All mutation methods (ApplyEffect, RemoveEffect, RefreshEffect) are server-authoritative. Call them on the server or use Server RPCs from clients. Calling these from a client without authority will have no effect.
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6. Listen for Events
The component provides 6 delegates you can bind in Blueprint:
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Binding in Blueprint
- Get your AP_StatusFXSuite component reference.
- Drag off it → type "Assign On Effect Applied".
- This creates a bound event node — add your logic (Print String, UI update, gameplay response, etc.).
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The Snapshot
Most delegates provide an FAP_StatusEffectSnapshot with:
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7. Query Active Effects
All query methods work on both server and client (they read replicated state).
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8. Stacking Policies
Each definition specifies how reapplication behaves:
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9. Interaction Rules
Effects can interact with each other in two ways:
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Per-Definition (on the Data Asset)
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DataTable Rules (Project Settings)
For complex interactions with immunity grants:
- Create a DataTable using
FAP_EffectInteractionRuleas the row struct. - Each row defines:
SourceTag,TargetTagsToRemove,bGrantImmunityToRemoved,ImmunityDuration. - Assign the DataTable in Project Settings → Plugins → AP StatusFX Suite → Interaction Rules DataTable.
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10. Immunity System
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11. Project Settings
Project Settings → Plugins → AP StatusFX Suite
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12. Multiplayer Notes
Multiplayer Architecture
- All mutation methods (Apply, Remove, Refresh, GrantImmunity) are server-authoritative.
- The active effects array replicates to clients via FastArray delta serialization (bandwidth-efficient — only changed effects replicate).
- Clients receive full effect state on late-join — no missed effects.
- Client query methods (
HasEffect,GetRemainingDuration, etc.) read replicated state and are always current. - For client-initiated effects, use Server RPCs to request application on the server.
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13. Demo Content
The plugin ships with a complete demo in Content/Demo/:
To test: Open MAP_StatusFX_Demo, set players to 2 (Listen Server), and press Play. Use keys 1–6 to apply effects, 0 to remove all.
Easy Cleanup
All demo content uses the SFX_ prefix and lives in the Demo/ subfolder for easy deletion after evaluation.
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Next Steps
- API Reference — complete list of methods, delegates, and types
- FAQ — common questions answered
- Changelog — version history and planned features
AfterPrime Systems — Building the Gameplay Foundation