# Quick Start Guide

AP Timer Suite is a lightweight, multiplayer-correct timer system built around a single replicated component that manages many timers identified by Gameplay Tags. It supports server-authoritative countdown timers, pause/resume, looping, threshold events, late-join safety, and an optional UMG inspector overlay.

API Reference Concepts View on FAB


# 1. Install

Purchase and install via the FAB Marketplace. The plugin will be available in your Epic Games Launcher library.

Copy the plugin folder into your project's Plugins/ directory:

YourProject/Plugins/AfterPrimeTimerSuite/

  1. Enable the plugin in Edit → Plugins and restart the editor.
  2. Ensure Gameplay Tags are enabled and your required tags are registered (Project Settings → Gameplay Tags).

# 2. Add the Component

Add AP Timer Suite Component to a replicated Actor.

Placement Use Case
PlayerState Player cooldowns, per-player timers (recommended for multiplayer)
GameState Match timers, objective timers
Character Pawn-bound timers

# 3. Authority Rules


# 4. Minimal Server-Authoritative Countdown

On the Server (authority only):

  1. Call AddTimer(TimerTag) to register the timer entry.
  2. Call StartTimerSimple(TimerTag, Duration, StartDelay, bLooping) to start it.

On both Server and Clients:

Bind to OnTimerStarted, OnTimerThresholdReached, and OnTimerFinished to drive gameplay and UI responses.


# 5. Advanced Start (Thresholds, Range, Delay)

  1. Build the advanced params struct (refer to the API Reference for field names).
  2. Configure:
    • Duration or enable UseRange for a randomized Min/Max duration
    • ThresholdRatios — e.g., fire events at 25%, 50%, and 75% elapsed
    • Optional: StartDelay, bLooping
  3. On the Server, call StartTimerAdvanced(Tag, Params).

# 6. Late-Join Behavior

Late-joining clients automatically compute an elapsed baseline so previous thresholds do not replay, while future thresholds still fire correctly.


# 7. Verify Quickly (Recommended)

  1. Set up PIE: Dedicated Server + 2 Clients.
  2. Start a timer on the server.
  3. Connect a client late (or restart a client mid-timer).
  4. Confirm remaining time and threshold state match expectations on all clients.

# Next Steps


AfterPrime Systems — Building the Gameplay Foundation