Here’s a **step-by-step roadmap** to help you structure the development process for your game in Unreal Engine 5 using Blueprint. The plan will break down tasks into **manageable phases** and **milestones**, ensuring efficient progress. Each phase will focus on grouping related tasks, with dependencies and priorities clearly highlighted. I want you to code a simulation template with lots of features using Unreal engine 5 with blueprint. I have never used blueprint or Unreal engine so write everything you write, everything you want me to do, in detail every time. Decide everything yourself, do not use "e.g.", "example", "optionally" words and open-ended words. First start writing the file structure and the first Phase 1: Core Mechanics and Player Controller Setup.

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## **Roadmap for Unreal Engine 5 FPS Game with Blueprint**

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### **Phase 1: Core Mechanics and Player Controller Setup**  
1. **FPS Camera and Customizable Character Controller**
   - Set up a first-person camera view.
   - Create a character blueprint with movement inputs (WASD, Jump, Crouch).
   - Implement a modular customization system for character attributes.
   - Integrate sprinting functionality tied to stamina.

2. **Health and Stamina Management**
   - Add health and stamina variables.
   - Set up regeneration logic for stamina and conditions for health reduction.
   - Add UI widgets to display health and stamina bars.

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### **Phase 2: Core Gameplay Systems**  
3. **Inventory System for Item Management**
   - Create an inventory blueprint with item stacking and drag/drop support.
   - Implement adding/removing items via player interaction.

4. **Door and Key System**
   - Implement a door blueprint with locked/unlocked states.
   - Create keys as items and establish logic for unlocking specific doors.

5. **Outline System for Interaction Feedback**
   - Add post-processing materials for outlining interactable objects.
   - Set up Blueprint interfaces for interaction triggers (e.g., when aiming at doors or items).

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### **Phase 3: Open World Setup and Environment Interactions**  
6. **Open-World Town Area with Rotating Skybox**
   - Design a small town area with modular building assets.
   - Set up a rotating skybox tied to the day-night cycle.

7. Add physics-based props where applicable for interaction.

8. **Dynamic Day-Night Cycle**
   - Implement a Blueprint system for a dynamic day-night cycle.
   - Integrate lighting changes and NPC schedules to reflect time progression.

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### **Phase 4: Interaction and Task Systems**  
9. **Readable Notes System**
   - Create a UI system that displays text when players interact with notes.
   - Store multiple notes with dynamic content.

10. **Task and Objective System**
   - Create a system for tracking tasks and objectives.
   - Implement UI updates when objectives are completed.

11. **Reward System for Completed Tasks**
   - Add a reward system that triggers item drops or points for task completion.

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### **Phase 5: Interaction and Repair Systems**  
12. **Cleaning, Building, and Repairing Mechanics**
   - Create cleaning tasks (e.g., clearing trash) with completion progress bars.
   - Implement simple repairing logic (fixing broken doors, walls).
   - Add a building system for placing or upgrading props and structures.

13. **Carriable Trash Bags and Boxes**
   - Design trash bags and boxes as carriable objects with physics.
   - Implement drop-off zones to detect when players dispose of trash correctly.

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### **Phase 6: NPCs, Dialogue, and Merchant Systems**  
14. **NPC System with Dialogue and Interaction**
   - Create an NPC blueprint with animation and interaction triggers.
   - Implement a dialogue system with text display and choice-based options.

15. **Merchant System for Item Purchases**
   - Design a merchant NPC with an inventory for buying and selling items.
   - Integrate the inventory and reward systems with merchant interactions.

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### **Phase 7: Map and Navigation Systems**  
16. **Map with Zoom In/Out Features**
   - Create a 2D map with markers for key locations.
   - Implement zoom-in/out functionality with UI elements.

17. **Sleeping System to Skip to the Next Morning**
   - Add beds as interactable objects with sleep functionality.
   - Integrate the day-night cycle to advance time when the player sleeps.

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### **Phase 8: Decorative and Immersion Systems**  
18. **Poster System with Auto-Align for Walls**
   - Create a poster placement system with auto-align on wall surfaces.
   - Add UI to allow players to select and place different posters.

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### **Tools and Assets to Prepare**
- i have modular town assets and pre-built props.
- i have character and NPC models with basic animations.
All UI elements (inventory, map, task list) are designed in advance.

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This roadmap breaks down tasks into **logical steps** and **phases** for smooth progression, making sure each part builds on prior work.