The v3.0 edition of Tower Defense Starter Kit has gone live on FAB.
Change Log:
I. Introduced a unified gameplay tag driven stats system across towers, battle units, and global abilities, replacing the previous hard-coded blueprint variable approach.
II. Added StatContainer as the base class for all stat driven components including tower cores, hitpoints, and attack modules.
III. Introduced BPC_TowerCore, a new component based system that defines the behavior of each tower, built around five distinct functional types: SingleTargetLock, MultiTargetLock, AoEPulse, ProximityTrigger, and NonTargeting, with all tower cores in the update derived from one of these types.
IV. Added AgentProfile system as the central initialization and component management layer for towers and battle units, handling dynamic component addition, data table driven setup, and coordinating the initialization flow across all components at runtime.
V. BPC_Hitpoints and BPC_XPSystem now both derive from StatContainer, bringing them in line with the rest of the stat driven systems in the toolkit and enabling them to own and process stats through the same gameplay tag driven pipeline.
VI. Global ability stats moved from blueprint variables to DT_GlobalAbilities.
VII. Added a new stats display system that allows tower and battle unit stats to be shown in the UI, fully configurable from the data table. Each entry defines which stat to show, how to label it, and the order it appears in. Supports displaying stats for both active agents in game and tower previews in the build menu.
VIII. Replaced the existing custom blueprint based AI perception system with an EQS based approach for how towers and battle units perceive and identify targets
IX. Resolved all circular dependencies in the project
X. Added Unreal Engine 5.7 support
Additional Notes:
Documentation/Tutorials are being updated for the latest version and more info will be shared here soon









