Status Effect System

Description

Documentation

 

Overview:

This plugin provides a robust system for handling status effects, built with Gameplay Tags for flexible and scalable effect management made in C++ with full Blueprints support. Ideal for RPGs, action games, and any project requiring dynamic buffs, debuffs, or conditional modifiers.

 

Features:

  • Effect Manager Component – Handles adding, removing, and tracking status effects.
  • Gameplay Tag-Based System – Easily categorize and manage effects (e.g., Effect.Buff.Strength).
  • Duration & Stacking Support – Configure effects to have timers, resets, or stack.
  • UI & Gameplay Integration Ready – Easily expose active effects to UI and gameplay logic.
  • Blueprint & C++ Support – Use in both Blueprint and C++ projects.

 

Use Cases:

  1. Temporary buffs (e.g., Speed Boost, Shield)
  2. Passives (e.g., Infinite Effects)
  3. Damage over time (e.g., Poison, Burn)
  4. Crowd control (e.g., Stun, Slow)
  5. Passive bonuses (e.g., Increased Attack Speed)
  6. Custom gameplay mechanics.

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