# Timer Suite

A lightweight, multiplayer-correct timer component for Unreal Engine 5.

UE 5.7+ Multiplayer Ready 100% Blueprint Tag-Identified


# What Is It?

AP Timer Suite is a single replicated component that manages many countdown timers, each identified by a Gameplay Tag. It provides server-authoritative timer control, pause/resume, looping, configurable threshold events, late-join safety, and an optional UMG debug inspector — with no Tick dependency.


# Start Here

Read the Quick Start Guide — install, add the component, and run your first multiplayer-correct countdown.

Read Concepts — timer identity, threshold model, replication, and authority rules.

Browse the API Reference — every management, control, query, and event method.

See Troubleshooting — events not firing, late-join replays, and inspector quirks.


# Feature Overview

Feature Details
Single Component One component manages all timers on an actor
Tag Identity Every timer identified by a Gameplay Tag — readable and collision-safe
Thresholds Ratio-based callbacks at configurable elapsed milestones
Replication FastArray delta — only changed timers replicate
Late-Join Safe Elapsed baseline computed on join — no threshold replays
Pause / Resume Per-timer and bulk pause/resume
Looping Native looping support
UMG Inspector Optional debug overlay widget with ListView, filtering, and auto-refresh
No Tick TimerManager handles only — zero per-frame overhead

# Common Placements

Actor Use Case
PlayerState Player cooldowns, respawn timers, per-player ability durations (recommended for MP)
GameState Match timer, objective countdown, round clock
Character Pawn-bound ability cooldowns, movement state timers

# Technical Specs

Property Value
Engine Unreal Engine 5.7+
Platform Windows (Win64)
Dependencies GameplayTags · NetCore — no third-party libraries
Blueprint 100% accessible
Tick None — TimerManager only

Quick Start View on FAB Discord


AfterPrime Systems — Building the Gameplay Foundation