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Description

🕹️Demo

🎥Trailer

📚Documentation

💬Discord

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.

Included formats