Blueprint Template Library
15 production-ready gameplay systems with networking, AI behavior trees, and debug tools for Unreal Engine 5.7.
The Blueprint Template Library provides 15 production-ready gameplay systems that you can drop into any Unreal Engine 5.7 project and customize to fit your needs. All systems are fully Blueprint-accessible with delegates, editor customizations, GameplayTag support, full multiplayer replication, and AI behavior tree integration.
135+ source files across 4 modules (Runtime, Editor, AI, Debug). Created by StraySpark.
Overview
| Feature | Details |
|---|---|
| Plugin Name | BlueprintTemplateLibrary |
| Version | 2.0 |
| Systems | 15 gameplay systems |
| Source Files | 135+ (Runtime + Editor + AI + Debug) |
| Modules | 4 (Runtime, Editor, AI, Debug) |
| Engine | Unreal Engine 5.7 |
| Networking | Full replication with Server RPCs |
| AI | 13 Behavior Tree nodes |
| Build | DX12 / SM6, BuildSettingsVersion.V6 |
| Created By | StraySpark |
Systems Included
Core Systems
| System | Component / Asset | Library | Description |
|---|---|---|---|
| Health | UHealthComponent | UHealthSystemLibrary | Health, shield, armor, damage resistances, regen, invincibility, death/revival, faction friendly fire |
| Inventory | UInventoryComponent | UInventorySystemLibrary | Items, 9 equipment slots, crafting, currency, transfers |
| Dialogue | UDialogueDataAsset | UDialogueSystemLibrary | Branching dialogue trees with audio, portraits, moods, token replacement |
| Quest | UQuestComponent + UQuestDataAsset | UQuestSystemLibrary | Objectives, prerequisites, rewards, auto-complete |
| Ability/Buff | UAbilityComponent | UAbilitySystemLibrary | Abilities, cooldowns, mana, stackable buffs/debuffs |
| Stat/Attribute | UStatComponent | UStatSystemLibrary | Tag-based stats with layered modifiers |
| Interaction | UInteractableComponent + UInteractionComponent | UInteractionSystemLibrary | Proximity detection, line-of-sight, prompts, limited-use |
| Save/Load | UBlueprintTemplateSaveGame | USaveSystemLibrary | Slot-based save/load with custom key-value data |
V2 Advanced Systems
| System | Component / Asset | Library | Description |
|---|---|---|---|
| Progression | UProgressionComponent + UProgressionDataAsset | UProgressionLibrary | XP tracking, linear/exponential/custom level curves, skill points, auto-stat bonuses |
| Faction/Reputation | UFactionComponent + UFactionDataAsset | UFactionLibrary | Faction membership, reputation tracking, 5 relationship tiers, friendly fire rules |
| Status Effects | UStatusEffectComponent + UStatusEffectDataAsset | UStatusEffectLibrary | Ticking effects, stacking rules, immunity tags, cleansing, VFX/audio |
| Loot Tables | ULootTableDataAsset | ULootTableLibrary | Weighted drops, guaranteed drops, condition filtering, DataTable integration |
| Skill Trees | USkillTreeComponent + USkillTreeDataAsset | USkillTreeLibrary | Node-based trees, prerequisites, multi-rank nodes, ability unlocks, stat bonuses |
| Party/Team | UPartyComponent | UPartyLibrary | Group management, shared quest progress, shared XP distribution |
| Animation | UGameplayAnimComponent | — | GameplayTag-to-montage mapping with auto-binding to gameplay events |
Infrastructure
| Feature | Class | Description |
|---|---|---|
| Gameplay Event Bus | UGameplayEventSubsystem | Central pub/sub using GameplayTags for cross-system communication |
| Global Registry | UBlueprintTemplateSubsystem | Manages faction data, loot tables, progression curves, skill trees |
| AI Integration | 13 BT nodes | 5 Tasks, 5 Decorators, 3 Services for AI behavior trees |
| Debug Tools | UBlueprintTemplateCheatManager | Console commands and debug HUD overlay (excluded from shipping) |
Architecture
All fifteen systems follow the same pattern:
- Component or DataAsset — attach to any actor or create in Content Browser
- Blueprint Function Library — static helper functions, no component reference needed
- Multicast delegates — Blueprint-assignable events for UI and gameplay responses
- Editor detail customization — progress bars, summaries, quick-action buttons, presets
- GameplayTag support — tag-based conditions, damage types, stat identifiers, and filtering
- Replication — Server RPCs for state changes, OnRep callbacks for client updates
- Event Bus integration — cross-system communication via GameplayTag events
Design Principles
- Modular — Every component works independently. Use only what you need.
- Cooperative — Components discover siblings via
FindComponentByClassand auto-integrate (e.g., StatusEffect applies damage through HealthComponent). - Blueprint-First — Every property is
EditAnywhere, BlueprintReadWrite. Every function isBlueprintCallable. Every event isBlueprintAssignable. - Data-Driven — Quests, dialogue, factions, loot tables, skill trees, progression curves, and status effects are all Data Assets.
- Network-Ready — All components support replication with Server RPCs for authoritative gameplay.
Plugin Structure
Plugins/BlueprintTemplateLibrary/
BlueprintTemplateLibrary.uplugin
Source/
BlueprintTemplateLibraryRuntime/ (~60 files)
Public/
BlueprintTemplateLibraryRuntimeModule.h
BlueprintTemplateTypes.h
BlueprintTemplateTypesV2.h
BlueprintTemplatePresets.h
GameplayEventSubsystem.h
BlueprintTemplateSubsystem.h
HealthComponent.h / HealthSystemLibrary.h
StatComponent.h / StatSystemLibrary.h
AbilityComponent.h / AbilitySystemLibrary.h
InventoryComponent.h / InventorySystemLibrary.h
InteractableComponent.h / InteractionComponent.h / InteractionSystemLibrary.h
QuestDataAsset.h / QuestComponent.h / QuestSystemLibrary.h
DialogueDataAsset.h / DialogueSystemLibrary.h
BlueprintTemplateSaveGame.h / SaveSystemLibrary.h
ProgressionComponent.h / ProgressionDataAsset.h / ProgressionLibrary.h
FactionComponent.h / FactionDataAsset.h / FactionLibrary.h
StatusEffectComponent.h / StatusEffectDataAsset.h / StatusEffectLibrary.h
LootTableDataAsset.h / LootTableLibrary.h
SkillTreeComponent.h / SkillTreeDataAsset.h / SkillTreeLibrary.h
PartyComponent.h / PartyLibrary.h
GameplayAnimComponent.h
DataTableRowStructs.h
Private/
(matching .cpp files)
BlueprintTemplateLibraryEditor/ (~20 files)
Public/
Detail customizations for all components
Asset type actions for data assets
Private/
(matching .cpp files)
BlueprintTemplateLibraryAI/ (~30 files)
Public/AI/
Tasks/ (5 BT task nodes)
Decorators/ (5 BT decorator nodes)
Services/ (3 BT service nodes)
Private/AI/
(matching .cpp files)
BlueprintTemplateLibraryDebug/ (~8 files)
Public/
BlueprintTemplateDebugSubsystem.h
BlueprintTemplateCheatManager.h
Private/
(matching .cpp files)
Editor Features
Each system includes custom detail panel customizations in the Unreal Editor:
- Health — Health and shield progress bars, HP/Shield text display, quick setup presets (Tank, Assassin, Support, Healer), Full Heal button
- Inventory — Slot and weight summary, Add Test Item button, Clear Inventory button, Sort by Name / Sort by Rarity buttons
- Dialogue — Custom Content Browser color (green), Gameplay category placement
- Quest — Quest summary (Active / Completed / Failed counts), Clear All Quest Data button, custom Content Browser color (blue)
- Ability — Mana progress bar, Abilities/Buffs/Mana summary, Clear All Buffs button, Restore Full Mana button
- Stat — Stat count and modifier count summary, Clear All Modifiers button
- Interaction — Detection range, scan interval, and line-of-sight summary display
- Progression — Level, XP, and skill points display with Add XP button
- Faction — Current faction and reputation display
- Status Effects — Active effects list with Clear All button
- Skill Tree — Unlocked nodes summary with Reset Tree button
Presets
Pre-configured setups are accessible through UBlueprintTemplatePresets and the editor detail panels:
| Category | Presets |
|---|---|
| Health | Tank (500 HP, 200 Shield, 0.75x damage), Assassin (100 HP, 2.0x damage), Support (200 HP, 300 Shield), Healer (200 HP, 150 Shield, high regen) |
| Inventory | Adventurer (6 exploration items), Warrior (6 combat items), Mage (6 magic items) |
| Dialogue | Tutorial NPC (8-node branching dialogue tree) |
| Quest | Tutorial Quest (2 objectives), Kill Quest (requires Tutorial Quest as prerequisite) |
| Progression | Linear (levels 1-50, 100 base XP + 50/level), Exponential (levels 1-100) |
| Factions | Kingdom (lawful, moderate thresholds), Bandit (hostile-by-default) |
| Loot Tables | Basic (common mob drops), Boss (guaranteed rare + epic/legendary chances) |
| Skill Trees | Warrior (6-node melee tree), Mage (6-node magic tree) |
| Status Effects | Poison (5 dmg/sec, stacks to 3), Burning (8 dmg/0.5s, refreshes), Regeneration (heals 10/sec) |
Requirements
- Unreal Engine 5.7
- DX12 / SM6
- GameplayTags module (included with engine)
- No third-party dependencies
Getting Started
See the Getting Started guide for installation and your first component setup.