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: