
Description
SAVE 100+ HOURS OF DEVELOPMENT
TRAILER
Building a first-person horror game often means having to build a lot of core gameplay systems before you can even start focusing on the actual game. Movement, interactions, character actions, inventory, camera behavior, hiding, damage and all these systems connecting can quickly turn into a large amount of work.
Escape Horror Character System brings these systems together into a modular first-person framework designed specifically for non-combat horror-escape games.
NOTE: Though commented and easy to understand, this product assumes a basic understanding of Unreal Engine Blueprints
The systems are built around reusable Components, Interfaces and configurable actors, allowing the gameplay systems to work together without being locked into one specific project structure. Interactions are handled by the actors themselves, actions can use animations, IK, and systems can be configured or extended in a non destructive way.
Hiding System
The hiding system allows you to create hiding spots with multiple entry points and assign animations.
The system handles the entry point selection, animation and camera behavior, while still allowing the player to look around when hiding. Exiting can also take the player's viewing direction into account.
Two complete examples are included: an under-bed hiding spot and a locker.
Interaction & Actions
The interaction system is designed to work with a wide range of actors while keeping the actual behavior on the actor being interacted with. This also extends to more involved character actions.
Carry System
Carryable actors can be picked up, carried and placed through the same modular interaction approach.
The carry state can be configured with movement restrictions and other gameplay changes, while placement can trigger a customizable event on the target actor.
This makes the system suitable for objectives and environmental interactions without requiring a separate carry implementation for each use case.
Built for Customization
The included examples can be used as a starting point for creating your own interactions and gameplay systems or in the final product.
Included Features
Advanced first-person locomotion
Walking
Crouching
Sprinting
Sliding
Smooth gait transitions and handling
Interaction system
Component & Interface based architecture
Height based Interaction animations
Procedural hand IK for accurate hand placement
Smooth interaction dot
Advanced hiding system
Custom entry points system
Proximity-based entry selection
Look-around functionality
Directional exits
Carry system
Pickup / drop
Carry state
Movement restrictions
Custom placement events
Advanced door system
Open / close from both directions
Key & lock system
Door bash
Advanced camera system
Smooth FOV blending
Runtime-adjustable values
DOF system
Flashlight system
Battery system
Battery item
Simple inventory system
Key system
Note system
Health & damage system
Damage feedback
Camera shake
Screen effects
Sound effects
Death / ragdoll
End screen
Screen message / warning system
Smart Object / Action Actor framework
Sounds and feedback
Bonus Bodycam-like preset
Included Content
Bed mesh with variations
Rigged and animated locker with variations
Rigged and animated door with variation
Keys
Lever
Carryable example object
Flashlight
Battery
Medkit
Note
Animations
Sounds
Materials & textures
Demo level








