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VOIDSTARTER — ADVANCED MENU AND SYSTEMS KIT

Version 1.0.04 BETA

Website: vegainteractive.it

Support: [email protected]

Development updates: tiktok.com/@vegainteractive

VOIDSTARTER VIDEO DEMO : https://youtu.be/EwDa1sAeups

VOIDCOPTER AND VOIDDISC : https://youtu.be/4O-jlDqO8nA

ABOUT VOIDSTARTER

VOIDSTARTER is an expanding Unreal Engine Blueprint-focused starter project created by Vega Interactive. It is designed to remove repetitive early-stage work when starting a new game project.

Its main focus is connected menu systems, visual themes, Save/Load, HUD, settings, cameras, world-space interfaces and foundational gameplay systems. It is not intended to generate an entire game automatically or act as a weapons, shooting or advanced locomotion framework.

VOIDSTARTER provides the practical starting foundation between an empty project and the stage where developers can focus on their own gameplay, world, story, visuals and identity.

Everything in the kit is Blueprint.

There is a Source folder, but it is an empty host module — no gameplay code lives in it. One runtime plugin ships with the project, VOID SFX, which synthesises all helicopter audio.

MENU SYSTEM

The menus are not flat UI over a still image. Each location is a real level with its own cameras, lighting and presentation sequence, and the front end is a connected set of screens rather than a single menu widget.

The current structure includes Start New Game, Load Game, Save Game, Settings, Credits, Map, Inventory, Tutorials, VOID RADIO and Browser access. Multiplayer remains unavailable until its dedicated systems are complete and tested.

THEME SELECTION

A single entry point, VOID MODE, opens on a selection screen with a full-resolution preview of each theme and calls CLASSIC or NOIR directly. Picking a theme loads its entire front end: screens, music, effects, wallpapers and transition maps. Swap the theme and the whole front end changes look, sound and feel, without touching your gameplay.

CLASSIC THEME

Classic is not a basic menu template. It is a large connected menu system with separate Start New, Load, Save, Map, Settings and Inventory widgets, child widgets and linked mechanics.

The Start New flow includes 11 map selections: Alaska, Commonwealth, Fear Island, Mont Blank, Nasville, Nuova Luna, Puerto Grande, Riverton, Saint Lore, Taiky and Voidland. Each has a dedicated transition level with three selectable gameplay zones, A, B and C, using in-level cameras and presentation sequences before transferring the player to the corresponding gameplay map and starting position.

Those transition levels are also the loading screen: the game loads behind them while the player travels through, so however large the project becomes, entering it still feels immediate.

NOIR THEME

Noir ships complete alongside Classic: its own screen set, a music library of 4 wired tracks, its own effects, around 30 wallpapers and its own transition map. Its entire front end animates on the beat of the track playing, so wallpapers, buttons and background blur move with the music.

Additional long-term themes are planned: Classic, The Void, Multiplayer, Noir, Void Glass, Infinite, Heroes, Traveler and Survivor. Each is intended to have its own layout, atmosphere, animations and visual language, not simple color variations, and to be aimed at a different mode of play.

A live minimap driven by a Scene Capture render target, with a player position marker and per-location naming for all 11 locations. The same system provides a full-screen map, also reachable from the inventory menu, updating in real time. The minimap switches automatically between its on-foot and in-vehicle presentation.

GAMEPLAY AND INVENTORY MENU

A real in-game menu, not a save screen only: pause, settings, map, savegame and the inventory menu, all reachable in play. The inventory system behind the menu is still being built, and one limitation is stated openly: the save writes when you leave the inventory, not in real time.

AUDIO TUTORIAL SYSTEM

Eight narrated tutorials with matching full-screen pages: general, player, maps, systems, savegame, settings, audio and themes. They explain how the kit is wired, what is finished and why certain choices were made. Narration runs on its own Sound Class, mixed independently of music and effects. More tools will be added in the same slot.

FOUNDATIONAL SYSTEMS

VOIDSTARTER includes modular foundations for movement, jumping, sprinting, crouching, camera switching, Health, Stamina, Radiation and HUD updates, plus groundwork for Inventory and Pickup.

Health, Stamina and Radiation are each a component with a Blueprint interface, so they can be added to any Actor or widget. Radiation ships with a placeable emitter actor.

Save points are placed in the level and open the save menu with a key prompt. Save slots display level name, date and time, mission name, slot name, Health, Radiation and preview images — a screenshot taken at the moment of saving, plus the map artwork of the level the player is standing in. Vehicle positions are saved alongside the player, so the helicopter and the craft are where you left them.

Settings cover graphics quality, resolution, fullscreen modes, frame rate, antialiasing, post process, shadows, difficulty and audio volume. Audio uses Sound Classes and Sound Mixes for master, music, effects, tutorial narration and general volume. Each theme carries its own settings screen.

CHARACTER AND INPUT

Rigged character with skeleton, IK, three control rigs, physics asset and two skin variants. Animations cover eight-direction walk and sprint, jump, fall and land, 29 idles with idle breaks, 7 idle scenes and 18 dances. Four cameras — first person, third person, top down and 2D — switched live. Full Enhanced Input setup, with a separate mapping context for each vehicle.

VEHICLES

Two drivable craft, both entered and left with a key prompt inside an interaction sphere, both with their own FPS and TPS cameras, both saved by the save system.

VOIDCOPTER is a helicopter with a full flight model: engine start sequence, two-phase rotor spool-up, altitude hold when the controls are released, and a downward trace that softens the last ten metres so it settles instead of slamming. Every tuning value is exposed as a named pin — hover throttle, rise and fall speed, take-off threshold, ground factor, maximum rotor speed — so nothing has to be hunted for inside the graph. Its entire sound comes from the VOID SFX plugin; there is not a single WAV file behind it. The hull reads one skin material slot, so re-liverying it is a material swap.

VOID DISC is a 122-metre craft with a walkable interior: cockpit, six radial rooms and a ring hangar, all static while the outer discs spin. The cockpit sits off-axis with no forward window — the exterior view arrives on a Render Target screen that can be mirrored onto as many panels as you like. The mouse flies the craft in first person and orbits the camera in third. 36 attachment sockets are placed through the interior so you can parent your own meshes into position without aligning anything by hand. The cockpit readouts are drawn but deliberately left unbound: you decide what feeds them and what they drive.

PROJECT SCALE

657 assets, 1.41 GB of content

192 Blueprints, of which 137 are Widget Blueprints and 18 Anim Blueprints

29 levels, 23 of them menu levels

77 animation sequences

171 textures

64 sound assets

51 Enhanced Input actions

The weight sits in the menu layer: Noir is the heaviest single asset in the kit, the settings screen the second. These numbers will continue to change as systems are expanded.

ENGINE SUPPORT

Unreal Engine 5.7 and 5.8 only. The project uses Substrate and Lumen and is not supported on 5.6 or earlier. Newer versions are added as they are tested.

WHAT IS COMING

The next stage brings cars-vehicles and VOID DISC MAX — a larger hangar, an enlarged interior and multiple cockpit screens — followed by the pickup system and the inventory it feeds: food, water, drinks, potions, materials, keys, junk, notes, health items, and doors that open with their keys. After that come world objects, then crafting, then weapons, then multiplayer — deliberately last, because building it earlier would slow every stage before it.

Every asset in this project is made in house. Nothing is imported from anywhere.

VOIDSTARTER is increasingly tutorial-driven. It is complex and not aimed at complete beginners. Buyers should understand basic Unreal Engine concepts including Actors, Components, variables, references, Widgets, Game Instance, GameMode, Tags, Event BeginPlay and Blueprint execution flow.

VOIDSTARTER is a long-term solo-developer project. Existing customers receive Lifetime Updates at no additional cost. Update frequency depends on development time and testing; no fixed schedule is guaranteed. However complex the project becomes, the price will not rise above its current level.

Features marked completed are intended to work in the current distributed release. Features marked planned, experimental, Beta, testing or in development are not final and should not be presented as completed.

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