What happened to the RPG template?

I can understand the concern for Bugs with adding different Blueprints, that risk exists with adding any plugin, upgrading, etc. At least with BP one can view the nodes, step through them, and modify if necessary. I would anticipate most devs having knowledge of blueprints and purchasing with intent to modify to some degree… an RPG Template would require modification. As complex as an RPG can be to develop, I can easily understand different BP Plugins emerging to support. Even a single solution like ORK Framework (which is very nice, btw), would do better as a modular system.

I see the issue for a RPG Template as defining what exactly is going into it. I would narrow it down to Core RPG mechanics: Character Attributes and Skill Trees. As a programmer, I view a Character Attribute, Skill, Ability as a Float Variable. One can add this variable to a Struct that contains variables for Caption Text and Graphic Icon. Store these Structs in a LinkList and you have a Skill Tree, Spell hierarchy, etc.

I’m not sure a RPG Template is required to achieve this or will deal with it in a manner desired. Thus, I elected to script my own RPG Attribute and Skill Tree System. There is a plethora of Tutorials and Examples (not necessarily related to UE4) to help build your RPG subsystems. I drummed this super-duper RPG Attribute BP in about 30mins:

https://arcadekomodo.com/home/wp-content/uploads/2015/03/Screenshot-2015-03-13-04.16.41-150x150.png

I’m developing a FPS RPG and have modified/replaced 95% of the BP provided in the FPS Template. It was a good place to start with the very very very basics.