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.uprojectis 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.