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Stamina Manager

Replicated stamina for UE5 movement — sprint, jump feel, exhaustion, and the rules you layer on top.

Source: StaminaManagerPlugin

What it’s for

Stamina is how a game says “effort costs something” without inventing a full RPG resource system. Sprint drains, jumps weaken when you’re empty, regen pauses when you’re mid-air — and in multiplayer that resource has to stay honest.

This plugin is a fully replicated stamina manager aimed at characters: current/max, regen, consumption, sprint hooks, and jump behaviors that feel intentional rather than binary.

Why it exists

Default movement gives you speed and jump height; it doesn’t give you a shared effort resource with good multiplayer semantics and room for game-specific rules (hunger, fatigue, “no regen while falling”). We wanted that as a component you own and override.

What you get (conceptually)

  • Current + max stamina, replicated for UI and prediction-friendly hooks
  • Regeneration you can gate (Blueprint-overridable “can I regen right now?”)
  • Consumption for walking/sprinting tax and explicit spends
  • Optional auto-sprint behavior (speed + cost)
  • Jump-oriented quality-of-life and feel:
    • Coyote time
    • Weaker / exhausted jumps when low
    • Optional air jumps (double/triple style)
    • Variable height (hold to jump higher)
  • Delegates for UI and feedback: changed, spent, depleted, exhausted, full, jump performed (normal / exhausted / air)

The repo includes an example override component (e.g. no regen while falling) as a template for hunger, fatigue, or movement-based rules — not a hard-coded genre.

Who it’s for

Action, adventure, and multiplayer movement games that want stamina to shape how the character feels, not just power a single ability cooldown.

Want the details?

Function names, input binding patterns, and the override example are in the repo:

github.com/BrokenGameplayStudios/StaminaManagerPlugin