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:
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 |
Need help?¶
Join the Discord to ask a question, report a problem, or suggest what should come next.