"100c28a1af46a203"{"id":"1001097","slug":"zombie-shooter-kit-v2-12-unreal-engine-5-starter-pack","title":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack","category":"Shooter","engine":"5.7+","assetVersion":"Asset Version: 2.11","engineVersion":"Engine Version: 5.7+","tag":"Shooter","accent":"blue","visual":"mech","summary":"Blueprint-based UE5 starter for survival shooters: replicated multiplayer, zombies and human AI, jigsaw inventory, crafting, vehicles, weather, and G.A.S.P. Loc","platform":"Unreal Engine","publishedAt":"2026-09-06T02:45:34.766Z","updatedAt":"2026-09-06T02:45:34.766Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Asset Version: 2.11","Engine Version: 5.7+"],"featuredImage":{"alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack","src":"/wp-content/uploads/published/2026/09/1d7d8e00baab-vqwonz-9f5e01b28f.webp"},"hasDownloadLink":true,"downloads":0,"terms":[{"taxonomy":"category","slug":"shooter","name":"Shooter"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/09/84af7b9dbdb5-ec2nmi-50e581c7ee.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/87135a23593b-hs7orl-a4709fe241.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/a19c76f91218-vlw4do-84633281d8.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/f89f0be159a4-bcr6wt-22f31b2679.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/c81c8902c7c7-p2kba4-fdc2bdd784.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/57fdbf6f8901-nrkjpf-79af681be5.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/d676e13e3c6c-lfg3he-6cc7e693fb.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/41af3cf4d7bc-e5ddea-0fe7e91806.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"},{"src":"/wp-content/uploads/published/2026/09/3abd6ec96262-j9hjgi-1a821c55c3.webp","alt":"Zombie Shooter Kit v2.12 - UNREAL ENGINE 5 Starter Pack"}],"accessPanel":{"kind":"resource","title":"Download this resource","eyebrow":"Free Download","message":"Log in or create a free account to start your download.","fileName":"Source.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive"},"contentHtml":"\u003cp\u003eStarting a survival shooter means building a long chain of systems that all need to work with each other: weapons need animations and collision, inventories need UI and replication, AI needs to detect the player, and menus need to launch the whole session. Zombie Shooter Kit v2.12 is a UE5 starter pack aimed at the moment before that work begin. It is a modular, Blueprint-based development framework for first- and third-person survival games, and it ships with combat, multiplayer, inventory, crafting, survival mechanics, zombie and human AI, vehicles, locomotion, menus, and weather already assembled inside one project.\u003c/p\u003e\u003cp\u003eThe same base supports single-player, co-op, and PvP. Because the project is multiplayer-ready from the start, a solo developer can prototype a one-player slice and later open it up to friends without rebuilding the foundation.\u003c/p\u003e\u003ch2\u003eOne UE5 framework where the systems have already met\u003c/h2\u003e\u003cp\u003eZombie Shooter Kit is not presented as a stack of disconnected assets. Its systems are designed to work together in the same project, so looting can talk to replication, combat can affect AI, and the UI can draw from survival, inventory, and objective states at once.\u003c/p\u003e\u003cp\u003eThat integration is especially visible on the multiplayer side. Core gameplay is fully replicated, Steam Lobby support is included, looting is multiplayer-ready, vehicles are replicated, and PvP damage is part of the combat model. The framework also supports first-person and third-person gameplay from the same setup, which makes it easier to offer different camera styles without maintaining separate projects.\u003c/p\u003e\u003ch2\u003eCombat, equipment, and physics-driven destruction\u003c/h2\u003e\u003cp\u003eThe combat foundation includes 10 ranged and melee weapons. Those weapons sit inside a customizable equipment system that supports attachments: a red-dot sight, a 4x scope, a silencer, a laser sight, and a flashlight are listed as part of the framework. Melee combat has its own combo logic, and equipment and armor are tracked separately from the weapon loadout.\u003c/p\u003e\u003cp\u003eWeapon animations, sounds, and particles are included, so weapons do not feel like placeholder cubes. On the damage side, the framework supports gore and dismemberment, and explosions are physics-driven. Together with PvP damage support, that means the same kind of combat feedback can apply to zombie enemies, human AI, and other players.\u003c/p\u003e\u003ch2\u003eJigsaw inventories, body looting, and survival pressure\u003c/h2\u003e\u003cp\u003eA survival shooter is often defined by what the player can carry and craft. This project uses a jigsaw grid inventory that accepts multi-slot items and drag-and-drop interaction. Looting is not limited to static containers: world containers and body looting are both supported, and the whole looting flow is multiplayer-ready.\u003c/p\u003e\u003cp\u003eInventory depth comes with real tradeoffs. Inventory weight and encumbrance are part of the system, and weight affects movement and stamina. Add in health, hunger, thirst, stamina, status effects, and fall damage, and the player has a survival layer that connects to how fast they can run and how much they can haul. Crafting sits beside that loop, so collected items can feed into new equipment instead of just filling slots.\u003c/p\u003e\u003ch2\u003eZombie hordes, human factions, and G.A.S.P. Locomotion\u003c/h2\u003e\u003cp\u003eEnemy design is not limited to a single behavior. Four customizable zombie enemies are included, with search, chase, and attack behavior. A Zombie Horde System brings group pressure into play, and configurable AI spawning lets the designer control where threats appear. Human faction AI adds another layer with cover, shooting, and fleeing behavior. Because enemy factions can create dynamic encounters, a player can face zombies in one area and human enemies who behave tactically in another. Metahuman character support is also part of the framework, which opens the door to more realistic human characters.\u003c/p\u003e\u003cp\u003eThe movement side is built on Epic's G.A.S.P. Locomotion includes first- and third-person cameras, aim offsets, turn-in-place, sprinting, crouching, jumping, mantling, climbing, and parkour across compatible geometry. That gives the player a modern FPS/TPS movement vocabulary while keeping everything Blueprint-based for easy editing.\u003c/p\u003e\u003ch2\u003eVehicles, dynamic weather, and the layer around a session\u003c/h2\u003e\u003cp\u003eBetween fights, several other systems help make a playable game feel complete. Vehicles use Chaos vehicle integration, are fully replicated, and include enter/exit logic, so they work in a multiplayer session rather than as local only props.\u003c/p\u003e\u003cp\u003eWorld systems add variety to the environment through a day/night cycle and dynamic weather. Weather states include clear, cloudy, light rain, and heavy rain, with weighted randomized changes so conditions can shift without hard-coding each transition. The project also includes main menu, character selector, video settings, audio settings, display settings, loading screens, an objective/mission system, and door interactions. These are the kind of systems that often delay a prototype from becoming a testable game.\u003c/p\u003e\u003ch2\u003eA base meant to be changed, not shipped as a finished game\u003c/h2\u003e\u003cp\u003eZombie Shooter Kit is positioned as a development framework rather than a finished game. Its intended use is to start with the included project, modify Blueprints, replace assets, rebalance mechanics, expand existing systems, or build entirely new gameplay on top of it.\u003c/p\u003e\u003cp\u003eThat approach matters most for a solo developer who wants to skip a large chunk of foundational work, and for a small team that would rather begin with an integrated set of systems than bolt together several unrelated plugins. It is also suited to rapid prototyping, where the value is in testing a co-op zombie shooters or a larger survival idea without first spending months on core systems. The final game world, story, progression, enemies, art direction, and unique mechanics remain the developer's work; this project gives them a running start.\u003c/p\u003e\n\n\u003ch2\u003eExplore Similar Assets\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/multiplayer-zombie-survival-template/\" title=\"Multiplayer Zombie Survival Template\"\u003eMultiplayer Zombie Survival Template\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/definitive-fps-kit/\" title=\"DEFINITIVE FPS KIT\"\u003eDEFINITIVE FPS KIT\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/infected-multiplayer-zombie-survival-third-person-shooter-template-by-kekdot/\" title=\"Infected - Multiplayer Zombie Survival Third Person Shooter Template - By Kekdot\"\u003eInfected - Multiplayer Zombie Survival Third Person Shooter Template - By Kekdot\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/first-person-shooter-kit/\" title=\"First Person Shooter Kit\"\u003eFirst Person Shooter Kit\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/third-person-shooter-kit-v2-2/\" title=\"Third Person Shooter Kit v2.2\"\u003eThird Person Shooter Kit v2.2\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6067,"navigation":{"current":3,"total":3043,"previous":{"id":"1001098","slug":"log-viewer","title":"Log Viewer","category":"Engine Tools","platform":"Unreal Engine","updatedAt":"2026-09-06T02:50:47.480Z"},"next":{"id":"1001096","slug":"gravity-scatter-tool","title":"Gravity Scatter Tool","category":"Engine Tools","platform":"Unreal Engine","updatedAt":"2026-09-06T01:58:48.457Z"}},"relatedResources":[{"id":"1000159","slug":"multiplayer-zombie-survival-template","title":"Multiplayer Zombie Survival Template","category":"Shooter","engine":"5.0+","assetVersion":"Asset Version:1.7.0","engineVersion":"Engine Version: 5.0+","tag":"Shooter","accent":"blue","visual":"mech","summary":"A standalone multiplayer wave shooter template with 1st and 3rd person play, points, AI spawning, traps, lobbies, chat, and replicated systems.","platform":"Unreal Engine","publishedAt":"2026-06-18T22:34:44.428Z","updatedAt":"2026-06-18T22:34:44.428Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Asset Version:1.7.0","Engine Version: 5.0+"],"featuredImage":{"alt":"Multiplayer Zombie Survival Template","src":"/wp-content/uploads/published/2026/06/40234d2a8548-72ef744c-3169-465e-8c47-9b75d7388d8c-173acd2dcb.webp"},"hasDownloadLink":true,"downloads":2},{"id":"11974","slug":"definitive-fps-kit","title":"DEFINITIVE FPS KIT","category":"Shooter","engine":"5.5+","assetVersion":"Engine version: 5.5+","engineVersion":"5.5","tag":"Shooter","accent":"blue","visual":"luts","summary":"The DEFINITIVE FPS KIT provides a solid foundation for creating professional first-person shooters. It features high-quality animations, customizable loadouts, and diverse game modes like round-based zombies and multiplayer.","platform":"Unreal Engine","publishedAt":"2026-03-06T16:27:47.000Z","updatedAt":"2026-04-19T15:48:05.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.5+"],"featuredImage":{"alt":"DEFINITIVE FPS KIT","src":"https://3dcghub.com/wp-content/uploads/2026/03/6ad028e1-885c-4980-aa89-7ecea094d867.webp"},"hasDownloadLink":true,"downloads":14},{"id":"12066","slug":"infected-multiplayer-zombie-survival-third-person-shooter-template-by-kekdot","title":"Infected - Multiplayer Zombie Survival Third Person Shooter Template - By Kekdot","category":"Shooter","engine":"5.2+","assetVersion":"Engine version: 5.2+","engineVersion":"5.0","tag":"Shooter","accent":"blue","visual":"mech","summary":"Launch your game development journey with this comprehensive multiplayer zombie survival template. It features full match flow logic, shooter mechanics, and replicated gameplay actors for a seamless experience.","platform":"Unreal Engine","publishedAt":"2026-03-06T16:43:34.000Z","updatedAt":"2026-04-19T15:48:04.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.2+"],"featuredImage":{"alt":"Infected - Multiplayer Zombie Survival Third Person Shooter Template - By Kekdot","src":"https://3dcghub.com/wp-content/uploads/2026/03/bf7b5670-4dc2-4918-a33d-e50c42132107.webp"},"hasDownloadLink":true,"downloads":2}]}
Blueprint-based UE5 starter for survival shooters: replicated multiplayer, zombies and human AI, jigsaw inventory, crafting, vehicles, weather, and G.A.S.P. Loc
Starting a survival shooter means building a long chain of systems that all need to work with each other: weapons need animations and collision, inventories need UI and replication, AI needs to detect the player, and menus need to launch the whole session. Zombie Shooter Kit v2.12 is a UE5 starter pack aimed at the moment before that work begin. It is a modular, Blueprint-based development framework for first- and third-person survival games, and it ships with combat, multiplayer, inventory, crafting, survival mechanics, zombie and human AI, vehicles, locomotion, menus, and weather already assembled inside one project.
The same base supports single-player, co-op, and PvP. Because the project is multiplayer-ready from the start, a solo developer can prototype a one-player slice and later open it up to friends without rebuilding the foundation.
One UE5 framework where the systems have already met
Zombie Shooter Kit is not presented as a stack of disconnected assets. Its systems are designed to work together in the same project, so looting can talk to replication, combat can affect AI, and the UI can draw from survival, inventory, and objective states at once.
That integration is especially visible on the multiplayer side. Core gameplay is fully replicated, Steam Lobby support is included, looting is multiplayer-ready, vehicles are replicated, and PvP damage is part of the combat model. The framework also supports first-person and third-person gameplay from the same setup, which makes it easier to offer different camera styles without maintaining separate projects.
Combat, equipment, and physics-driven destruction
The combat foundation includes 10 ranged and melee weapons. Those weapons sit inside a customizable equipment system that supports attachments: a red-dot sight, a 4x scope, a silencer, a laser sight, and a flashlight are listed as part of the framework. Melee combat has its own combo logic, and equipment and armor are tracked separately from the weapon loadout.
Weapon animations, sounds, and particles are included, so weapons do not feel like placeholder cubes. On the damage side, the framework supports gore and dismemberment, and explosions are physics-driven. Together with PvP damage support, that means the same kind of combat feedback can apply to zombie enemies, human AI, and other players.
Jigsaw inventories, body looting, and survival pressure
A survival shooter is often defined by what the player can carry and craft. This project uses a jigsaw grid inventory that accepts multi-slot items and drag-and-drop interaction. Looting is not limited to static containers: world containers and body looting are both supported, and the whole looting flow is multiplayer-ready.
Inventory depth comes with real tradeoffs. Inventory weight and encumbrance are part of the system, and weight affects movement and stamina. Add in health, hunger, thirst, stamina, status effects, and fall damage, and the player has a survival layer that connects to how fast they can run and how much they can haul. Crafting sits beside that loop, so collected items can feed into new equipment instead of just filling slots.
Zombie hordes, human factions, and G.A.S.P. Locomotion
Enemy design is not limited to a single behavior. Four customizable zombie enemies are included, with search, chase, and attack behavior. A Zombie Horde System brings group pressure into play, and configurable AI spawning lets the designer control where threats appear. Human faction AI adds another layer with cover, shooting, and fleeing behavior. Because enemy factions can create dynamic encounters, a player can face zombies in one area and human enemies who behave tactically in another. Metahuman character support is also part of the framework, which opens the door to more realistic human characters.
The movement side is built on Epic's G.A.S.P. Locomotion includes first- and third-person cameras, aim offsets, turn-in-place, sprinting, crouching, jumping, mantling, climbing, and parkour across compatible geometry. That gives the player a modern FPS/TPS movement vocabulary while keeping everything Blueprint-based for easy editing.
Vehicles, dynamic weather, and the layer around a session
Between fights, several other systems help make a playable game feel complete. Vehicles use Chaos vehicle integration, are fully replicated, and include enter/exit logic, so they work in a multiplayer session rather than as local only props.
World systems add variety to the environment through a day/night cycle and dynamic weather. Weather states include clear, cloudy, light rain, and heavy rain, with weighted randomized changes so conditions can shift without hard-coding each transition. The project also includes main menu, character selector, video settings, audio settings, display settings, loading screens, an objective/mission system, and door interactions. These are the kind of systems that often delay a prototype from becoming a testable game.
A base meant to be changed, not shipped as a finished game
Zombie Shooter Kit is positioned as a development framework rather than a finished game. Its intended use is to start with the included project, modify Blueprints, replace assets, rebalance mechanics, expand existing systems, or build entirely new gameplay on top of it.
That approach matters most for a solo developer who wants to skip a large chunk of foundational work, and for a small team that would rather begin with an integrated set of systems than bolt together several unrelated plugins. It is also suited to rapid prototyping, where the value is in testing a co-op zombie shooters or a larger survival idea without first spending months on core systems. The final game world, story, progression, enemies, art direction, and unique mechanics remain the developer's work; this project gives them a running start.