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Install and open the project

Everything the template owns lives in one folder: Content/GrandOpening. Nothing sits at the root of Content, which is what makes it safe to drop into a project you already have.


What you need

  • Unreal Engine 5.8. GrandOpening.uproject is bound to that version.
  • Nothing else. No marketplace plugin, and no paid content.

The only engine plugin the template leans on is Cable Component, which draws the coiled cord between a checkout and its barcode scanner. It ships enabled with the engine, so there is nothing to turn on.


The folder you get

Folder What is in it
Blueprints/PlayerCharacter/ The character, the controller, the game mode
Blueprints/ActorComponents/ Every component and every manager
Blueprints/AI/ The customer and the employee, with their trees
Blueprints/Environments/ The furniture placed in the world, one folder per family
Blueprints/DataAssets/ One folder per family: the class, and its DA_ instances in Childs/
Blueprints/Widgets/ Gameplay/, World/ and Menu/
Blueprints/Menu/ The main menu map's mode, controller and camera
Blueprints/Enumerations/ Structures/ Interfaces/ Functions/ The E_, S_, BPI_ and BFL_ assets
Blueprints/Misc/ Game instance, game state, save games
Meshes/ Materials/ Textures/ Audios/ The art and the sound
Inputs/ IMC_Gameplay and the IA_ actions
Maps/ The three levels

Blueprints/Structures/ holds the structs, not the store furniture. Furniture lives in Blueprints/Environments/, sorted by family: Boxes/, Checkout/, Shelves/, Screens/, Lights/, Openings/, Misc/.

A Data Asset class is BP_XxxDataAsset and its instances are DA_Xxx, in the Childs/ folder beside it. Widgets are BP_*Widget.


Press Play, what you should see

The project opens on L_ExampleMap, the playable store. Press Play and you spawn as BP_StoreCharacter on the shop floor, with the HUD in the top right corner. You can walk, sprint, crouch, pick up boxes, fill shelves, use the office computer, serve a customer and close the store for the day.

If you launch the packaged game instead, you land on L_MainMenu first. The three maps are described in The three maps.


Dropping it into an existing project

Copy Content/GrandOpening into your own Content folder, then check three things in Project Settings:

Setting Value
Maps & Modes → Game Default Map L_MainMenu
Maps & Modes → Default GameMode BP_StoreGameMode
Physics → Physical Surfaces slots 1 to 5 must be Concrete, Ground, Metal, Water, Wood

The surface names matter because footstep sounds are chosen from them.

You also need one custom trace channel, StructureFoundation, set to Ignore by default. That is the channel the build mode traces against to find a floor, a wall or a ceiling. Without it nothing can be placed. See How placement works.


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