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FPS Template is a finished first-person shooter written entirely in C++ for Unreal Engine 5.7. Open the project, press Play and you are dropped into a procedurally generated sci-fi arena where waves of AI enemies hunt you across a runtime-built NavMesh - or switch to the Destroy the Cores mode, sneak past guards and bring down three reactor cores while reinforcements arrive. Movement has the details that make a shooter feel right: sprint, crouch, jump with coyote time and jump buffering, a sprint-into-slide, wall-aware leaning, head bob, FOV kick, landing dip and footsteps that alert nearby enemies.

Four weapons (sidearm, full-auto carbine, scattergun and a rocket launcher) are rows in a CSV table that becomes a runtime data table, so designers can retune damage, spread, recoil, ammo and splash without recompiling. Hitscan and projectile fire, recoil that recovers, spread bloom, ADS, reload, headshots, distance falloff, splash damage with line of sight and rocket-jump knockback are all in. Enemies (grunt, gunner, heavy and a boss Warden) run on a plain C++ state machine - idle, patrol, alert, chase, attack, search, stunned - with view-cone and line-of-sight perception, hearing and a NavMesh built at runtime.

There are no behaviour trees, no EQS and no marketplace dependencies. Everything is original and CC0: the arena is generated from a seed and built from engine primitive meshes, materials and 37 sounds are generated by the scripts in tools/, and the project needs no external art. 17 automation tests with more than 600 executed assertions cover the maths, AI, arena generator, save game, input, movement, weapons, enemies, pickups and NavMesh; a built-in autopilot bot plays whole matches headless for smoke testing. The art style is deliberately primitive - swap in your own meshes, animations and effects through the documented extension points.

Multiplayer is not included.

Highlights

  • Slide, lean, sprint, crouch, coyote-time jump: a complete first-person controller on Enhanced Input (keyboard, mouse, gamepad)
  • Four CSV-driven weapons: hitscan + projectile, recoil, bloom, ADS, reload, headshots, splash and knockback
  • AI on a C++ state machine with sight, hearing and a runtime NavMesh - no behaviour trees or EQS
  • Wave Survival (8 waves, boss every 5th) and Destroy the Cores, 3 difficulties, lives, combo scoring, saved bests
  • Seeded procedural arena built from engine primitives: citadel, ramps, towers, cover, pickups, spawn pads
  • Canvas HUD (radar, objective markers, damage arcs, hit markers) and Slate title / pause / settings / results menus
  • 17 automation tests, 600+ real assertions, plus an autopilot bot for headless smoke tests and scripted screenshots / video
  • 100% CC0: generated audio and materials, zero third-party assets, full developer guide