Description
🕹️Demo
📚Documentation
Zombie Survival Bodycam Kit 2.0
Takes the foundation of the original template and turns it into a significantly more advanced and complete gameplay framework.
While keeping the core features that made the original version useful, version 2.0 introduces a large collection of new systems designed to give you much more control over combat, AI behavior, interaction, exploration, and presentation.
From procedural weapon handling and dynamic enemy perception to fully interactive doors, destructible locks, Chaos destruction, stealth mechanics, seamless cutscenes, and an atmospheric bodycam presentation, the template provides a strong starting point for creating a modern zombie survival or stealth experience.
Everything is built around modular Blueprints and Data Assets, making the systems highly configurable and allowing you to customize many gameplay elements without rebuilding the underlying framework.
🧟 BUILT FOR MORE THAN ZOMBIE GAMES
Although the template was designed around a zombie survival experience, many of its systems are intentionally built to be reusable.
The AI perception framework, noise system, detection mechanics, weapon loudness, target points and navigation can also be adapted to create:
Stealth games
Survival horror
Tactical experiences
Enemy infiltration systems
Horror shooters
Other AI-driven gameplay experiences
🔫 PROCEDURAL WEAPON SYSTEM
Weapons use procedural animation and recoil, creating responsive weapon handling without relying entirely on manually authored animation sequences.
Adding new weapons is designed to be straightforward, with important properties exposed through Data Assets.
Weapon features include:
Procedural weapon animations
Procedural recoil
Customizable weapon parameters
Multiple ammunition types
Custom damage values
Custom ranges
Optics
Headshot damage
Weapon audio
Dynamic weapon loudness
Suppressor support
Keyboard & mouse support
Controller support
Two weapons are currently included in the template:
SMG
A compact weapon designed primarily for close and medium-range combat.
Tactical SMG / AR Configuration
A more powerful configuration featuring an optic, increased range and damage, and the ability to eliminate enemies with a headshot.
🔇 WEAPON NOISE & SUPPRESSOR SYSTEM
Sound is directly connected to gameplay.
Suppressors can be equipped during gameplay, changing both the weapon’s audio and its effective noise level.
Weapon shots can therefore influence enemy perception, making weapon selection and customization relevant to stealth gameplay.
This system can also be expanded to accommodate additional weapons and different noise configurations.
🧠 ADVANCED AI SYSTEM
The AI is one of the biggest areas of improvement in version 2.0.
Instead of relying solely on basic enemy navigation, the new system combines navigation, Target Points, animations, perception and dynamic player detection.
The zombies remain compatible with the original query-based navigation approach while gaining a much more flexible behavior framework.
📍 TARGET POINT SYSTEM
Target Points can be placed directly in your level and configured to control enemy navigation.
Different enemies can be assigned different configurations, allowing you to create customized navigation patterns throughout your environment.
When reaching a Target Point, the enemy can also execute an Anim Montage, which can be easily replaced or customized.
This gives you control over:
Enemy patrol routes
Navigation behavior
Individual enemy configurations
Custom animations
Environmental enemy behavior
👁️ DYNAMIC AI PERCEPTION
The new perception system is designed around more than simply checking whether an enemy can see the player.
The player receives a visual detection bar indicating how aware the enemy is of their presence.
The detection level dynamically reacts to several factors.
Detection can be influenced by:
Distance
Player movement
Footsteps
Weapon shots
Weapon noise
Suppressors
Environmental sound
The closer an enemy is to the player, the easier detection can become.
Loud actions can also increase the player’s detection level, creating situations where shooting may solve one problem while creating another.
This system provides the foundation for a more dynamic stealth experience and can be adapted beyond zombie gameplay.
🚪 FULLY INTERACTIVE DOOR SYSTEM
The door system is designed to give the player direct control over the opening process.
Rather than using a simple open/close interaction, the player can determine how far the door opens based on mouse or controller input.
Doors can also contain destructible locks.
Each door can be configured with:
Opening behavior
Maximum opening angle
Lock presence
Lock health
Locks can be destroyed using the main weapons or by using a brick, which is available as a secondary interaction item.
🧱 CHAOS DESTRUCTION
The environment is not always static.
The template includes a Chaos Physics destruction system that allows designated walls and environmental elements to be destroyed using weapons.
This can be used to create:
Alternative paths
Destructible environments
Combat interactions
Environmental storytelling
Dynamic gameplay moments
🎒 INVENTORY SYSTEM
Version 2.0 currently includes an inventory foundation designed to be expanded in future updates.
The current system provides a base for managing gameplay items while keeping the architecture modular.
The inventory system is planned to receive a major expansion in a future update, adding more functionality and customization.
🔦 IMPROVED FLASHLIGHT SYSTEM
The flashlight has received a major overhaul.
Battery depletion now directly affects its behavior.
As the battery level decreases, the flashlight can begin to flicker, creating a more dynamic and atmospheric experience.
The system also includes a dedicated animation when the flashlight completely shuts down.
🧩 INTERACTION SYSTEM
The interaction framework allows different types of items to be created and configured.
The current demo includes:
Small-caliber ammunition
Medium-caliber ammunition
Large-caliber ammunition
Flashlight batteries
Bricks
Item behavior can be expanded using the existing modular framework.











