
الوصف
🧟 Third Person Survival Adventure Action Template - The Last Template
💥 Showcase VIDEO | Play the DEMO | Read the DOCUMENTATION | Join the DISCORD
Next update: Melee weapons, melee finishers, dismemberment, and AI companions.
A complete single player survival action framework. Move, climb, shoot, fight with your fists, loot, craft, upgrade, get hunted, save and load.
The boring half is already built. Spend your time on your world instead.
📚 Documented page by page, with the fields you actually touch.
🧱 A showcase map with fourteen rooms, one feature each.💬 Come to the Discord if you get stuck or want something added.
⚙️ Features
🏃 Movement
- Walk, run, sprint, crouch, lean, eight way direction
- Turn in place
- Animation layers with overlays
- Left hand IK tuned per weapon
🧗 Traversal
- Vault, mantle, hurdle, climb
- Six moves, each one a data asset with its own height, depth and speed window
- The hand lands on the real ledge with IKs
- Narrow passages you squeeze through sideways
🔦 Survival kit
- Listen mode
- Flashlight with swappable light types
- No backpack means no inventory, no crafting, no collectibles
- Health and stamina as data assets, with drain and regeneration
- Fall damage, death, ragdoll
👊 Melee
- A combat actor component runs the player, the human enemies and the infected
- Aim assist picks your target
- Hit camera shake and impact sound
- A camera combat mode
🗡️ Dodges, finishers, physical hits
- Stealth finishers from behind
- A dodge
- Enemies dodge too, on their own
- Hit reactions are physical. The body reacts where it was hit
- Hit profiles are data assets
🔫 Guns
- One data asset per weapon. Rate, spread, recoil, zoom, shakes, sounds, sockets, IK
- Auto and semi, multi projectile, spread that grows and recovers
- Reloads drop shells and magazines. Pump action. Empty gun clicks
- Holstered weapons on the hip, the back and the backpack
- Damage per bone
🔧 Workbench
- Upgrades bought with a workbench
- Typed modifiers per level: fire rate, recoil, capacity, choke
- Attachments you can see, equipped, holstered and in the preview
- Its own camera and a live preview of the gun you are working on
- Enemies can carry upgrades too
💣 Throwables and traps
- Six shipped: molotov, nail bomb, bomb, bottle, brick, can
- Flight tuned on the asset. Speed, pitch, gravity, bounce, friction
- Stack payloads on one object. A molotov is fire + noise
- Aiming camera with a live arc, primary and secondary slots
- Fire spreads by actor tag
- Explosion, nail, damage, noise zones and tripwires
🧠 The AI
- Sight and hearing, tuned per enemy in one settings asset
- Your footsteps make noise, and crouching, walking and running carry differently
- Hearing starts a search
- Shoot from cover and they walk the bullet line back towards you
- Patrol paths, roam zones, stand points, or nothing at all
- Three factions. Declare who hates who once and every fight follows
- Melee: close in, stop at strike range, hit, take turns
🎒 Inventory and crafting
- Items are data assets.
- Pages are easy to edit or add in the widgets. Craft, skills and collectibles are rows in a list
- Hold to craft, with a duration per recipe
- Recipes are learned in the world. Read a note, the entry unlocks
- Pickups for items, ammo, guns, throwables and gear
- Complete interaction prompt with error system (locked, full, no weapon, no backpack, ...)
🔍 Inspect and collectibles
- Pick an object up in 3D, turn it, zoom it, read what is written on it
- Up to two actions per object: read, take, collect, learn a recipe, unlock a skill
- A catalogue with categories, new badges and counters
⬆️ Upgrades
- Seven effects: craft speed, carry, healing, resistance, stamina, sprint, recoil
- Levels live in a data asset, one row each
- Unlocking a skill and buying it are two different things
- The currency is just an inventory item. Point it at another one and it still works
🖥️ HUD and menus
- Key icons come from the input action. Rebind and the prompts follow
- Radial menu, tip zones, notifications
- Nine menu pages
- Selectors, sliders, toggles, resolution, key rebinding, actions, section headers
- Brightness calibration, confirmation modals, prompt bar
💾 Save and load
- Saves a run: inventory, recipes, collectibles, skills, guns, ammo, upgrades, throwables, vitals, position
- World state per level. A pickup taken stays taken, a door opened stays open
- Your own actors join the save by implementing one interface
- Checkpoint volumes you drop in a level, plus a save button in the pause menu
- Loading screen driven by real shader compilation
📷 Photo mode
- Eight tabs: camera, depth of field, display, effects, filters, frames, vignette, logo
- Real depth of field, grading, grain, aberration, vignette
- Four framing ratios, five looks, your logo, high resolution capture
🎨 Surfaces, effects, sound
- Six physical surfaces: metal, wood, grass, glass, water, blood
- Six impact systems built from one shared set of emitters
- Explosion, fire, muzzle flash and nails in Niagara
🧱 Bonus content
- Over a hundred environment meshes to block out a level fast
- The showcase map, with 3D signage and world panels you can reuse
- Tip zones that teach a verb, and a dev menu to give items, spawn enemies and teleport
💡 Why this one
Almost everything you will want to change is a data asset or a field in the Details panel. A new weapon, a new item, a new enemy, a new recipe, a new upgrade, a new throwable. You fill in an asset and it works.
✅ 100% Blueprint
✅ Single player, built and tuned for it
✅ Documented page by page
✅ One folder, clean structure
✅ Unreal Engine 5.8
📢 Questions, bugs, ideas
Come to the Discord. Whether you are making something quiet and lonely or something loud and full of infected, this saves you weeks.
💬 Tell me what you need next. That is how this gets better.





















