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The Last Template

Welcome to the documentation for The Last Template, a third person survival action template for Unreal Engine.

The template gives you a complete playable loop: a character that moves and climbs, guns and melee, an inventory with crafting, enemies that see and hear you, a full menu and save system, and a photo mode to show it all off. It is a single player template, made entirely with Blueprints.

The idea behind the whole project is simple. Almost everything you will want to change is a Data Asset or a field in the Details panel, not a graph you have to open and understand. A new weapon, a new item, a new enemy, a new recipe, a new upgrade: each one is an asset you fill in.


Where to start

If you just bought the template, start here:

  1. Install and open the project
  2. Maps, game modes and how the game starts
  3. Change the controls

After that, jump straight to the system you want to work on. Every chapter opens with a short page that explains how the system is put together, then the pages after it each answer one question, such as "how do I add a gun" or "how do I make my own enemy".


The chapters

Chapter What it covers
Getting started Opening the project, the maps and game modes, and the controls
The player character Movement and gaits, animation layers per weapon, vault and climb, the camera, the flashlight and the listen mode
Health and damage Health and stamina, fall damage, death and ragdoll, and the physical hit reactions
Interaction and inventory Pickups, doors, the inventory screen, crafting recipes, and adding your own inventory page
Inspect, collectibles and upgrades Looking at an object in 3D, readable notes, the collectible catalogue, and player upgrades
Firearms and the workbench Making a gun, tuning how it shoots, ammo and holstered weapons, and the upgrade workbench
Melee combat Adding an attack, the combat camera, impact feedback, the dodge and the stealth finisher
Throwables and hazards The six throwables, their payloads, and every trap and damage zone you can drop in a level
Artificial intelligence Sight, hearing, patrols, factions, and how the enemies fight at range and up close
HUD, menus and saving The in game HUD, key prompts, the options menu, saving a run, and translating the game
Look and sound Physical surfaces, impact effects, materials for your own meshes, the audio mix, and the bonus mesh kit
Extras Photo mode and the developer menu

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