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Procedural Placement ToolGetting StartedConfigurationDensity ModesBiome ZonesSpline ScatterExclusion ZonesPresetsExamplesAPI ReferenceChangelog
Cinematic Spline ToolGetting StartedCamera Modes and FeaturesFilmback PresetsComponentsSequences and Camera ManagerCamera CollisionExamplesAPI Reference
Blueprint Template LibraryGetting StartedHealth SystemInventory SystemDialogue SystemQuest SystemAbility/Buff SystemStat/Attribute SystemInteraction SystemSave/Load SystemProgression SystemFaction / Reputation SystemStatus Effect SystemLoot Table SystemSkill Tree SystemParty / Team SystemNetworking & Event BusAI IntegrationDebug ToolsExamplesAPI ReferenceChangelog
DetailForgeGetting StartedAttributesConditional LogicDisplay WidgetsAPI Reference
UltraWireGetting StartedWire RoutingWire EffectsNode ThemingMinimap & HeatmapPresetsSettings Reference
Unreal MCP ServerGetting StartedInstallation and ConfigurationTool CategoriesTool PresetsResourcesPromptsArchitectureSTDIO BridgeAPI Reference
Blender MCP ServerGetting StartedInstallationTool CategoriesPresetsResourcesPromptsConfigurationArchitectureAPI Reference
Godot MCP ServerGetting StartedInstallationTool CategoriesResourcesPromptsArchitectureAPI Reference

Blender Addons

AI Material GeneratorGetting StartedProvidersPresetsTweak ModeNode ReferenceAPI Reference
Procedural Damage & Wear SystemGetting StartedWear EffectsPresetsExportSurface TypesAPI Reference
One-Click PBR Bake & ExportGetting StartedChannelsEngine PresetsChannel PackingBatch BakingAPI Reference
Blueprint Template Library

Getting Started

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

Installation

  1. Download the plugin from your account dashboard.
  2. Extract the BlueprintTemplateLibrary folder into your project's Plugins/ directory:
YourProject/
  Plugins/
    BlueprintTemplateLibrary/
      BlueprintTemplateLibrary.uplugin
      Source/
        BlueprintTemplateLibraryRuntime/
        BlueprintTemplateLibraryEditor/
        BlueprintTemplateLibraryAI/
        BlueprintTemplateLibraryDebug/
  1. Open your project in Unreal Engine 5.7.
  2. The plugin should be detected automatically. If not, enable it in Edit > Plugins by searching for "Blueprint Template Library."
  3. Restart the editor when prompted.

Add the Module Dependency

In your game module's Build.cs file, add the runtime module as a dependency:

PublicDependencyModuleNames.AddRange(new string[]
{
    "Core",
    "CoreUObject",
    "Engine",
    "BlueprintTemplateLibraryRuntime"
});

If you need AI behavior tree nodes in your game module, also add:

PublicDependencyModuleNames.Add("BlueprintTemplateLibraryAI");

Quick Start: Health System

The fastest way to see the plugin in action is to add a Health Component to your character.

In Blueprints

  1. Open your character Blueprint.
  2. Click Add Component and search for HealthComponent.
  3. Select the new component and configure properties in the Details panel: MaxHealth, MaxShield, Armor, RegenRate, etc.
  4. Use the editor's quick-setup preset buttons (Tank, Assassin, Support, Healer) for common configurations.
  5. In the Event Graph, bind to events like OnHealthChanged, OnDeath, and OnDamageTaken to drive UI and gameplay logic.

In C++

// MyCharacter.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "HealthComponent.h"
#include "MyCharacter.generated.h"

UCLASS()
class AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
    UHealthComponent* HealthComp;

protected:
    virtual void BeginPlay() override;

    UFUNCTION()
    void HandleHealthChanged(float OldHealth, float NewHealth, EHealthEventType EventType);

    UFUNCTION()
    void HandleDeath();
};
// MyCharacter.cpp
#include "MyCharacter.h"
#include "HealthSystemLibrary.h"

AMyCharacter::AMyCharacter()
{
    HealthComp = CreateDefaultSubobject<UHealthComponent>(TEXT("HealthComp"));
}

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();

    // Configure health using the library function
    UHealthSystemLibrary::InitHealth(HealthComp, 100.0f, 100.0f);

    // Bind delegates
    HealthComp->OnHealthChanged.AddDynamic(this, &AMyCharacter::HandleHealthChanged);
    HealthComp->OnDeath.AddDynamic(this, &AMyCharacter::HandleDeath);
}

void AMyCharacter::HandleHealthChanged(float OldHealth, float NewHealth, EHealthEventType EventType)
{
    float Percent = HealthComp->GetHealthPercent();
    UE_LOG(LogTemp, Log, TEXT("Health: %.0f -> %.0f (%.0f%%)"), OldHealth, NewHealth, Percent * 100.0f);
}

void AMyCharacter::HandleDeath()
{
    UE_LOG(LogTemp, Warning, TEXT("Character died!"));
    // Play death animation, disable input, etc.
}

Adding More Systems

Each system is self-contained. You can add any combination of components to your actors:

Core Systems

SystemComponent to AddGuide
HealthUHealthComponentHealth System
InventoryUInventoryComponentInventory System
DialogueCreate UDialogueDataAsset in Content BrowserDialogue System
QuestUQuestComponent + create UQuestDataAssetQuest System
Ability/BuffUAbilityComponentAbility System
Stat/AttributeUStatComponentStat System
InteractionUInteractableComponent (target) + UInteractionComponent (player)Interaction System
Save/LoadUse USaveSystemLibrary static functionsSave System

V2 Advanced Systems

SystemComponent to AddGuide
ProgressionUProgressionComponent + create UProgressionDataAssetProgression System
Faction/ReputationUFactionComponent + create UFactionDataAssetFaction System
Status EffectsUStatusEffectComponent + create UStatusEffectDataAssetStatus Effect System
Loot TablesCreate ULootTableDataAsset + use ULootTableLibraryLoot Table System
Skill TreesUSkillTreeComponent + create USkillTreeDataAssetSkill Tree System
Party/TeamUPartyComponentParty System

Infrastructure

FeatureUsageGuide
Event BusUGameplayEventSubsystem (auto-available as GameInstanceSubsystem)Networking
AI BehaviorsAdd BT nodes from the BlueprintTemplateLibraryAI moduleAI Integration
Debug ToolsConsole commands available automatically in non-shipping buildsDebug Tools

For a complete RPG character using all systems together, see the Examples page.

Next Steps

  • Browse individual system pages for detailed properties, functions, and delegates.
  • See Networking for multiplayer replication details.
  • See AI Integration for the 13 behavior tree nodes.
  • See Examples for practical C++ recipes covering all 15 systems.
  • Refer to the API Reference for the complete list of enums, structs, components, and function libraries.

Blueprint Template Library

15 production-ready gameplay systems with networking, AI behavior trees, and debug tools for Unreal Engine 5.7.

Health System

Health, shield, armor, damage resistances, regeneration, invincibility frames, and death sequencing.

On this page

InstallationAdd the Module DependencyQuick Start: Health SystemIn BlueprintsIn C++Adding More SystemsCore SystemsV2 Advanced SystemsInfrastructureNext Steps