[ More Game Templates for More Genres ] Chain Like Weapons on 2D & 3D with Physics Next Update

Hi. More Templates for games with different weapon mechanics and of course more shaders (dispersion shader have to invent that already) for fast prototyping of. Chain actor should be in built-in, same with crystalline meshes like diamond - very much in use in games (pickups and adventure RPG which usually takes place in ancient times and ancient times usually means diamonds and crystalline meshes like gems). Also arrow like actor with game template to save time on rigging a bow which is big nowadays (thanks to Tomb Raider, Crysis and Thief).

More liquid shaders (river especially perhaps with foaming at the edge) and velvet material, the grass materials are too flat (kind of uses 90’s shader, some brick are too flat too) and a night HDR skySphere template in 2D (the other 2D that’s like Shadow Complex, 2.5 D not the pure 2D), also brick and asphalt materials with animated water (like your Lake material).

Maybe add a distressed helmet (with mouthguard) mesh actor coz’ headgear is a staple in games:-) Also a rigged snake and human ready with socket to prevent importing .fbx woes (importing and exporting .fbx, bane of developers where hardwork on textures and shaders, sometimes rigging is wasted by inconsistent export, import between programs).

And ability to import completely assets (with blueprints, textures, shader, perfectly) with other projects as if you just copy pasted it onto your current project (redoing placing things is lessened).

Thank you. God bless. Proverb 31

templates with already moving platforms linear, diagonal and rotating actors to save more time with prototyping especially. Thank in advance. Also less abstract wordings like specular could be shine, (Blender calls it glossy I believe) and VR/MR/AR (and now there’s even SR: Shared Reality- similar to MR by Magic Leap, more superior to VR and AR coz’ Magic Leap’s algorithm knows depth) port coz’ with software, especially technical one with lot of digging under with technical names, the use will forget the shortcuts and process if it’s not used for some time, only VR and haptic feeback on fingers will improve muscle memory so it’ll be possible never to forget the process and keys in software, just like you wouldn’t forget how to ride a bike if you haven’t done so in decades (same with driving) because you have been immersed (with touch especially- the handle bars, the pedal, the wheel, vibration of the road, etc.) mainly by touch.

The problem is that more templates means more dedication of resources on Epic’s part. It not so much the initial cost of setting up a template, but the perpetual costs of maintaining it’s compatibility throughout upcoming engine versions.
The templates are designed to quicly illustrate and allow evaluation of some ways the engine can be used, without too much hassle.
All the things you have mentioned are very specific gameplay elements. So one could argue that you are not asking for templates, but for a moddable bare bone game :wink:

I want a template of a full Roguelike with procedurally generated levels in UMG.