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Blueprint Template Library

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

FeatureDetails
Plugin NameBlueprintTemplateLibrary
Version2.0
Systems15 gameplay systems
Source Files135+ (Runtime + Editor + AI + Debug)
Modules4 (Runtime, Editor, AI, Debug)
EngineUnreal Engine 5.7
NetworkingFull replication with Server RPCs
AI13 Behavior Tree nodes
BuildDX12 / SM6, BuildSettingsVersion.V6
Created ByStraySpark

Systems Included

Core Systems

SystemComponent / AssetLibraryDescription
HealthUHealthComponentUHealthSystemLibraryHealth, shield, armor, damage resistances, regen, invincibility, death/revival, faction friendly fire
InventoryUInventoryComponentUInventorySystemLibraryItems, 9 equipment slots, crafting, currency, transfers
DialogueUDialogueDataAssetUDialogueSystemLibraryBranching dialogue trees with audio, portraits, moods, token replacement
QuestUQuestComponent + UQuestDataAssetUQuestSystemLibraryObjectives, prerequisites, rewards, auto-complete
Ability/BuffUAbilityComponentUAbilitySystemLibraryAbilities, cooldowns, mana, stackable buffs/debuffs
Stat/AttributeUStatComponentUStatSystemLibraryTag-based stats with layered modifiers
InteractionUInteractableComponent + UInteractionComponentUInteractionSystemLibraryProximity detection, line-of-sight, prompts, limited-use
Save/LoadUBlueprintTemplateSaveGameUSaveSystemLibrarySlot-based save/load with custom key-value data

V2 Advanced Systems

SystemComponent / AssetLibraryDescription
ProgressionUProgressionComponent + UProgressionDataAssetUProgressionLibraryXP tracking, linear/exponential/custom level curves, skill points, auto-stat bonuses
Faction/ReputationUFactionComponent + UFactionDataAssetUFactionLibraryFaction membership, reputation tracking, 5 relationship tiers, friendly fire rules
Status EffectsUStatusEffectComponent + UStatusEffectDataAssetUStatusEffectLibraryTicking effects, stacking rules, immunity tags, cleansing, VFX/audio
Loot TablesULootTableDataAssetULootTableLibraryWeighted drops, guaranteed drops, condition filtering, DataTable integration
Skill TreesUSkillTreeComponent + USkillTreeDataAssetUSkillTreeLibraryNode-based trees, prerequisites, multi-rank nodes, ability unlocks, stat bonuses
Party/TeamUPartyComponentUPartyLibraryGroup management, shared quest progress, shared XP distribution
AnimationUGameplayAnimComponent—GameplayTag-to-montage mapping with auto-binding to gameplay events

Infrastructure

FeatureClassDescription
Gameplay Event BusUGameplayEventSubsystemCentral pub/sub using GameplayTags for cross-system communication
Global RegistryUBlueprintTemplateSubsystemManages faction data, loot tables, progression curves, skill trees
AI Integration13 BT nodes5 Tasks, 5 Decorators, 3 Services for AI behavior trees
Debug ToolsUBlueprintTemplateCheatManagerConsole 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 FindComponentByClass and auto-integrate (e.g., StatusEffect applies damage through HealthComponent).
  • Blueprint-First — Every property is EditAnywhere, BlueprintReadWrite. Every function is BlueprintCallable. Every event is BlueprintAssignable.
  • 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:

CategoryPresets
HealthTank (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)
InventoryAdventurer (6 exploration items), Warrior (6 combat items), Mage (6 magic items)
DialogueTutorial NPC (8-node branching dialogue tree)
QuestTutorial Quest (2 objectives), Kill Quest (requires Tutorial Quest as prerequisite)
ProgressionLinear (levels 1-50, 100 base XP + 50/level), Exponential (levels 1-100)
FactionsKingdom (lawful, moderate thresholds), Bandit (hostile-by-default)
Loot TablesBasic (common mob drops), Boss (guaranteed rare + epic/legendary chances)
Skill TreesWarrior (6-node melee tree), Mage (6-node magic tree)
Status EffectsPoison (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.

API Reference

Complete API reference for all classes, properties, functions, enums, and events in the Cinematic Spline Tool.

Getting Started

Install the Blueprint Template Library and set up your first gameplay component.

On this page

OverviewSystems IncludedCore SystemsV2 Advanced SystemsInfrastructureArchitectureDesign PrinciplesPlugin StructureEditor FeaturesPresetsRequirementsGetting Started