Universal Stat & Effect Framework – Unreal Engine

Universal Stat & Effect Framework – Unreal Engine

Welcome to the Universal Stat & Effect Framework!
A lightweight, data-driven, and multiplayer-ready stats & effects framework for Unreal Engine. A perfect, Blueprint-friendly alternative to the Gameplay Ability System (GAS).
Everything is tag-driven and configured via Data Assets, keeping your Blueprints completely clean and highly performant.

Core Features:
Data-Driven Stats: No hardcoded health or mana. Create limitless stats using Data Assets.
Advanced Effect System (UObject): Handle Instant damage, HasDuration buffs, or Infinite DoTs (Damage over Time) like poison swamps.
AAA RPG Mechanics: Built-in support for Stacking, Cleansing (Antidotes), Immunities (Must Not Have Tags), and Dynamic Costs.
Visual & Audio Cues: Completely decoupled visual system. Spawn Niagara particles, play sounds, or trigger custom Blueprint cue actors automatically when a tag is granted.
Pre-Stat Change Override: Ultimate freedom! Intercept incoming damage to easily create Mana Shields, Immortality buffs, or One-Shot protections entirely in Blueprint.
UI Async Task Nodes: Listen to stat changes flawlessly without spaghetti Blueprint code.

Multiplayer-Ready Architecture:
Built from the ground up for multiplayer. All stat modifications and effect applications are strictly Server-Authoritative. Clients simply request actions via Server RPCs, and the framework automatically diffs and replicates stat values and tag states to all clients perfectly.

Features:
Data-Driven Stats, Clamps, and Trigger Rules via Data Assets.
Advanced Effects System (Instant, HasDuration, Infinite, Stacking, Cleansing, Immunities).
Visual & Audio Cue System.
Multiplayer-Ready: 100% Server-Authoritative with Diff-based replication.
Async Task Nodes for clean UI/Widget Event Graphs.
Code Modules:
RumbleCore (Runtime)
Number of Blueprints: 0.
Number of C++ Classes: 9
Network Replicated: Yes
Supported Development Platforms:
Windows: Yes
Supported Target Build Platforms: Win64, Mac, Linux
Supported Unreal Engine Versions: 5.4 – 5.7

Important/Additional Notes:
Component Setup: To utilize the “PreStatChange” override hook for advanced mechanics, users must create a Blueprint Child of the UniversalStatsComponent.
Save/Load Limitation: Active effects (buffs/debuffs) with remaining durations are not persisted during Save/Load operations. Only current stat values are saved.

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