# 149 — Render Pipeline Manager (`BPC_RenderPipelineManager`)

> **Blueprint-Only Implementation** — UE 5.5–5.7 supports all render pipeline configuration from Blueprints via `Execute Console Command` and `UGameUserSettings` API calls. This component wraps the complexity of per-platform render pipeline selection, upscaler configuration, and pre-level-load CVar application behind a simple `ApplyQualityPreset(PresetName)` interface.

---

## Purpose
Central authority for render pipeline configuration. Reads `DA_RenderPipelineProfile` Data Assets to determine the appropriate rendering method (Lumen vs Baked Lightmass), shadow system (VSM vs CSM), upscaler (DLSS/FSR/TSR/PSSR), and mesh strategy (Nanite vs LOD) for the current platform and quality preset. Applies settings via UE5 console variables, coordinates with `BPC_PerformanceScaler` for runtime quality tier adjustments, and broadcasts pipeline changes so dependent systems (Planar Capture, Audio, UI) can adapt.

## Dependencies
- **Requires:** [`DA_RenderPipelineProfile`](../14-data-assets/DA_RenderPipelineProfile.md) (render configs), [`BPC_PlatformServiceAbstraction`](../01-core/150_BPC_PlatformServiceAbstraction.md) (central platform detection), [`SS_SettingsSystem`](105_SS_SettingsSystem.md) (saved quality preferences), [`GI_GameFramework`](../01-core/04_GI_GameFramework.md) (game phase for pre-load apply)
- **Required By:** [`BPC_PerformanceScaler`](../10-adaptive/91_BPC_PerformanceScaler.md) (delegates CVar application), [`SS_PlanarCaptureManager`](../17-capture/138_SS_PlanarCaptureManager.md) (capture quality cap on pipeline change), [`WBP_SettingsMenu`](../06-ui/57_WBP_SettingsMenu.md) (Video tab quality controls)
- **Engine/Plugin Requirements:** DLSS Plugin (optional), FSR Plugin (optional), XeSS Plugin (optional), GameplayTags, Enhanced Input

## Class Info
| Property | Value |
|----------|-------|
| **Parent Class** | `ActorComponent` |
| **Class Type** | Blueprint Component |
| **Asset Path** | `Content/Framework/Settings/BPC_RenderPipelineManager` |
| **Implements Interfaces** | None |
| **Attachment** | Player Controller (`PC_CoreController`) |

---

## 1. Enums

*See [`DA_RenderPipelineProfile`](../14-data-assets/DA_RenderPipelineProfile.md) for: `ERenderPipelineMethod`, `EShadowMethod`, `EReflectionMethod`, `EUpscalerMethod`, `EMeshStrategy`.*
*See [`BPC_PlatformServiceAbstraction`](../01-core/150_BPC_PlatformServiceAbstraction.md) for: `EPlatformFamily` (unified — all systems use this).*

### `ERenderPipelineChangeType`
| Value | Description |
|-------|-------------|
| `NonDestructive = 0` | Change is safe at runtime (resolution, texture quality, FPS cap) |
| `RequiresLevelReload = 1` | Change requires reloading the current level (GI method, Nanite, shadow method) |
| `RequiresEngineRestart = 2` | Change requires full engine restart (HWRT toggle on some platforms) |

---

## 2. Structs

### `SActivePipelineState`
| Field | Type | Description |
|-------|------|-------------|
| `Platform` | `EPlatformFamily` | Detected platform (from BPC_PlatformServiceAbstraction) |
| `ActivePreset` | `FName` | Currently applied quality preset name |
| `PendingPreset` | `FName` | Queued preset awaiting reload |
| `ActivePipelineProfile` | `DA_RenderPipelineProfile` | Currently loaded profile Data Asset |
| `bPipelineApplied` | `bool` | Whether full pipeline has been applied |
| `bPendingReloadRequired` | `bool` | Whether a level reload is needed to apply changes |
| `AppliedConfig` | `SRenderPipelineConfig` | Currently active render config values |

---

## 3. Variables

### Configuration (Instance Editable)
| Variable | Type | Default | Category | Description |
|----------|------|---------|----------|-------------|
| `PlatformProfileMap` | `TMap<EPlatformFamily, DA_RenderPipelineProfile>` | `Empty` | `Config` | One Data Asset per platform family |
| `DefaultQualityPreset` | `FName` | `Medium` | `Config` | Preset to use on first launch |
| `bApplyPipelineOnBeginPlay` | `bool` | `true` | `Config` | Automatically apply pipeline on BeginPlay |
| `bAutoDetectPlatform` | `bool` | `true` | `Config` | Auto-detect platform at startup |

### Internal (Private)
| Variable | Type | Default | Category | Description |
|----------|------|---------|----------|-------------|
| `ActivePipeline` | `DA_RenderPipelineProfile` | `None` | `State` | Currently active profile |
| `ActiveState` | `SActivePipelineState` | — | `State` | Full current pipeline state |
| `DetectedPlatform` | `EPlatformFamily` | `PC_High` | `State` | Auto-detected platform |
| `bIsInitialized` | `bool` | `false` | `State` | Whether Initialize completed |
| `CachedPlayerController` | `APlayerController` | `None` | `Cache` | Owner PC reference |
| `bReloadNeededOnNextLevel` | `bool` | `false` | `State` | Reload flag for next level load |

---

## 4. Functions

### Public Functions

#### `Initialize` → `void`
- **Description:** Detects platform, loads the appropriate `DA_RenderPipelineProfile`, reads saved quality from `SS_SettingsSystem`, and applies initial pipeline settings.
- **Flow:**
  1. Get Owner → Cast to PlayerController → cache
  2. Bind to `GI_GameFramework.GetSubsystem(BPC_PlatformServiceAbstraction).OnPlatformReady`
  3. In handler: read `PlatformService.GetPlatformFamily()` → set `DetectedPlatform`
  3. Lookup `DA_RenderPipelineProfile` from `PlatformProfileMap` by `DetectedPlatform`
  4. If not found: log error, fallback to `PC_High` profile
  5. Read `SS_SettingsSystem.GetSettingFloat("QualityPreset")` → resolve preset name
  6. If no saved setting: use `DefaultQualityPreset`
  7. Call `ApplyQualityPreset(PresetName)`
  8. Bind to `SS_SettingsSystem.OnSettingChanged` → listen for quality changes
  9. Bind to `GI_GameFramework.OnGamePhaseChanged` → apply pending reloads on level change
  10. Set `bIsInitialized = true`
  11. Broadcast `OnPipelineManagerInitialized`

#### `ApplyQualityPreset` → `ERenderPipelineChangeType`
- **Description:** Apply a quality preset by name. Returns whether a level reload is needed.
- **Parameters:**
  | Param | Type | Description |
  |-------|------|-------------|
  | `PresetName` | `FName` | Quality preset to apply ("Low", "Medium", "High", "Ultra", "Cinematic") |
  | `bForceApply` | `bool` | Force re-apply even if already active |
- **Flow:**
  1. Validate `bIsInitialized` and `ActivePipeline` is valid
  2. Lookup `SRenderPipelineConfig` from `ActivePipeline.QualityPresets[PresetName]`
  3. If not found: log error, return
  4. Compare with `ActiveState.AppliedConfig`:
     - If identical and not `bForceApply`: return `NonDestructive`
  5. Determine change type:
     - If `GIMethod`, `ShadowMethod`, or `MeshStrategy` changed → `RequiresLevelReload`
     - Otherwise → `NonDestructive`
  6. If `RequiresLevelReload` and game is mid-session:
     - Store as `PendingPreset`, set `bReloadNeededOnNextLevel = true`
     - Show UI notification "Settings will apply on next level load"
     - Broadcast `OnPipelineReloadRequired`
     - Return `RequiresLevelReload`
  7. If safe to apply now: call `ApplyRenderConfig(PresetName, Config)`
  8. Save to `SS_SettingsSystem.SetSetting("QualityPreset", PresetName)`
  9. Broadcast `OnRenderPipelineChanged(PresetName, ChangeType)`
  10. Return change type

#### `ApplyRenderConfig` → `void`
- **Description:** Executes console commands to apply a render configuration immediately.
- **Parameters:**
  | Param | Type | Description |
  |-------|------|-------------|
  | `PresetName` | `FName` | Preset being applied |
  | `Config` | `SRenderPipelineConfig` | Configuration to apply |
- **Flow:**
  1. Execute console commands for GI method:
     ```
     ExecuteConsoleCommand("r.DynamicGlobalIlluminationMethod {GIMethod}")
     ExecuteConsoleCommand("r.Lumen.DiffuseIndirect.Allow {LumenAllowed}")
     ```
  2. Execute shadow commands:
     ```
     ExecuteConsoleCommand("r.Shadow.Virtual.Enable {VSMEnabled}")
     ExecuteConsoleCommand("sg.ShadowQuality {ShadowQuality}")
     ```
  3. Execute upscaling commands:
     ```
     ExecuteConsoleCommand("r.ScreenPercentage {ResolutionScale*100}")
     ExecuteConsoleCommand("r.TemporalAA.Upsampling {TSREnabled}")
     // DLSS/FSR plugin-specific commands
     ```
  4. Execute mesh/Nanite commands:
     ```
     ExecuteConsoleCommand("r.Nanite {NaniteEnabled}")
     ExecuteConsoleCommand("r.StaticMeshLODDistanceScale {LODScale}")
     ```
  5. Execute scalability groups:
     ```
     ExecuteConsoleCommand("sg.TextureQuality {TextureQuality}")
     ExecuteConsoleCommand("sg.PostProcessQuality {PostProcessQuality}")
     ExecuteConsoleCommand("sg.ViewDistanceQuality {ViewDistanceQuality}")
     ExecuteConsoleCommand("sg.FoliageQuality {FoliageQuality}")
     ExecuteConsoleCommand("sg.AntiAliasingQuality {AntiAliasingQuality}")
     ```
  6. Execute post-process toggles:
     ```
     ExecuteConsoleCommand("r.MotionBlurQuality {MotionBlur}")
     ExecuteConsoleCommand("r.DepthOfFieldQuality {DoF}")
     ```
  7. Execute platform-specific overrides from `SPlatformRenderDefaults.ConsoleVariables`
  8. Set `ActiveState.AppliedConfig = Config`
  9. Set `ActiveState.ActivePreset = PresetName`
  10. Set `bReloadNeededOnNextLevel = false`

#### `ApplyPendingReload` → `void`
- **Description:** Called on level transition or game restart. Applies queued pipeline changes.
- **Flow:**
  1. If `bReloadNeededOnNextLevel == false`: return
  2. Get `SRenderPipelineConfig` for `ActiveState.PendingPreset`
  3. Call `ApplyRenderConfig(PendingPreset, Config)`
  4. Broadcast `OnRenderPipelineChanged(PendingPreset, RequiresLevelReload)`

#### `DetectPlatform` → `EPlatformFamily` *(deprecated — use BPC_PlatformServiceAbstraction.GetPlatformFamily() instead)*
- **Description:** Auto-detect the current platform and GPU capability.
- **Flow:**
  1. Check `UGameplayStatics::GetPlatformName()`:
     - "PS5" → detect if Pro → `PS5_Pro` or `PS5`
     - "PS4" → `PS4`
     - "XboxOne" → `Xbox_One`
     - "XSX" or "XboxSeries" → `Xbox_Series`
     - "Switch" → `Switch`
     - "Win64" → check GPU:
       ```cpp
       IPlatformFile& PlatformFile = FPlatformFileManager::GetPlatformFile();
       // Check GPU name via GRHIAdapterName
       // RTX 2000+ / RX 6000+ → PC_High
       // GTX 900–1600 / iGPU → PC_Low
       ```
  2. Store result in `DetectedPlatform`
  3. Return platform

#### `SetUpscalerMethod` → `void`
- **Description:** Override the upscaler independently of quality preset.
- **Parameters:** `Method` (EUpscalerMethod), `Quality` (int32)
- **Flow:** Updates only the upscaler CVars without touching other settings.

#### `GetActiveUpscaler` → `EUpscalerMethod`
- **Description:** Returns the currently active upscaler. Read-only.

#### `GetActivePipelineConfig` → `SRenderPipelineConfig`
- **Description:** Returns a copy of the currently applied render config. Read-only.

#### `IsNaniteEnabled` → `bool`
- **Description:** Quick check if Nanite is currently active.

#### `IsLumenEnabled` → `bool`
- **Description:** Quick check if Lumen GI is currently active.

#### `RequiresReloadForPresetChange` → `bool`
- **Description:** Check if switching from current preset to a new one would require a level reload.
- **Parameters:** `NewPresetName` (FName)

#### `GetAvailableUpscalers` → `TArray<EUpscalerMethod>`
- **Description:** Returns which upscalers are available (based on installed plugins + platform).

#### `SetDynamicResolutionTarget` → `void`
- **Description:** Enable/disable dynamic resolution scaling.
- **Parameters:** `TargetFrameTimeMs` (float), `bEnabled` (bool)

---

## 5. Event Dispatchers

| Dispatcher | Parameters | Bind Access | Description |
|------------|-----------|-------------|-------------|
| `OnPipelineManagerInitialized` | — | `Public` | Fired after Initialize completes |
| `OnRenderPipelineChanged` | `FName PresetName`, `ERenderPipelineChangeType ChangeType` | `Public` | Fired when pipeline configuration changes |
| `OnPipelineReloadRequired` | `FName PendingPreset` | `Public` | Fired when a change requires level reload — UI shows warning |
| `OnPipelineApplied` | `FName PresetName` | `Public` | Fired after all CVars have been executed |
| `OnUpscalerChanged` | `EUpscalerMethod NewMethod`, `int32 Quality` | `Public` | Fired when upscaler is changed |
| `OnPlatformDetected` | `EPlatformFamily Platform` | `Public` | Fired after platform detection |

---

## 6. Overridden Events

### Event: `BeginPlay`
- **Description:** Startup. Calls `Initialize()` then conditionally applies pipeline.
- **Flow:**
  1. Call `Initialize()`
  2. If `bApplyPipelineOnBeginPlay`: apply the default/saved preset
  3. If game phase is `MainMenu` (not in-game): pipeline can be applied immediately (no reload warning needed)

### Event: `OnGamePhaseChanged` (bound to `GI_GameFramework`)
- **Description:** When transitioning from MainMenu to InGame or between levels, apply any pending pipeline changes.
- **Flow:**
  1. If `bReloadNeededOnNextLevel`: call `ApplyPendingReload()`
  2. Notify `SS_PlanarCaptureManager` of new pipeline state

---

## 7. Blueprint Graph Logic Flow

```mermaid
flowchart TD
    A[BeginPlay / GI_GameFramework.OnGamePhaseChanged] --> B[Initialize]
    B --> C[DetectPlatform]
    C --> D[Load DA_RenderPipelineProfile for platform]
    D --> E[Read saved QualityPreset from SS_SettingsSystem]
    E --> F[ApplyQualityPreset PresetName]

    G[User changes quality in settings] --> H[WBP_SettingsMenu → SS_SettingsSystem.SetSetting]
    H --> I[SS_SettingsSystem.OnSettingChanged → BPC_RenderPipelineManager]
    I --> J[ApplyQualityPreset NewPresetName]
    J --> K{NonDestructive?}
    K -->|Yes| L[ApplyRenderConfig immediately]
    K -->|No - Needs Reload| M[Store as PendingPreset]
    M --> N[Show UI Warning: 'Settings apply on next level']
    M --> O[Broadcast OnPipelineReloadRequired]
    L --> P[Broadcast OnRenderPipelineChanged]
    
    Q[Level Transition / GamePhase change] --> R{Reload pending?}
    R -->|Yes| S[ApplyPendingReload]
    S --> T[ApplyRenderConfig with pending preset]
    T --> P
    
    P --> U[Notify SS_PlanarCaptureManager]
    U --> V[PlanarCapture: adjust GlobalQualityCap]
```

---

## 8. Communication Matrix

| Who Talks | How | What Is Sent |
|-----------|-----|-------------|
| `WBP_SettingsMenu` | `Indirect (SS_SettingsSystem)` | User selects quality preset → `SetSetting("QualityPreset", "High")` |
| `SS_SettingsSystem` | `Dispatcher` | `OnSettingChanged("QualityPreset")` → `BPC_RenderPipelineManager.ApplyQualityPreset()` |
| `BPC_PerformanceScaler` | `Function Call` | `BPC_RenderPipelineManager.ApplyQualityPreset()` for adaptive scaling |
| `BPC_RenderPipelineManager` | `Dispatcher` | `OnRenderPipelineChanged(PresetName)` → `SS_PlanarCaptureManager.AdjustGlobalQualityCap()` |
| `BPC_RenderPipelineManager` | `Dispatcher` | `OnPipelineReloadRequired(PendingPreset)` → `WBP_SettingsMenu.ShowReloadWarning()` |
| `SS_PlanarCaptureManager` | `Function Call` | `BPC_RenderPipelineManager.IsLumenEnabled()` — adjusts capture Lumen budget |
| `WBP_NotificationToast` | `Dispatcher` | `OnPipelineReloadRequired` → show "Settings will apply on next area" toast |
| `BPC_AudioAtmosphereController` | `Dispatcher` | `OnRenderPipelineChanged` → adjust audio quality budget |

---

## 9. Integration with Planar Capture System

When `BPC_RenderPipelineManager` applies a render pipeline change:

1. If Lumen is **disabled** (baked lightmass mode):
   - `SS_PlanarCaptureManager` auto-caps `GlobalQualityCap` to `Medium` (no Hero tier Lumen captures)
   - All `BPC_PlanarCapture` instances set `bEnableLumen = false` on their quality profiles
   - Capture frame budget is increased (no Lumen overhead → can run more captures at higher FPS)

2. If Nanite is **disabled** (traditional LOD mode):
   - Captures render faster (no Nanite rasterization overhead in capture pass)
   - `SS_PlanarCaptureManager` can increase `GlobalQualityCap` by one tier

3. If upscaler is **active** (DLSS/FSR/TSR):
   - Main view renders at lower internal resolution
   - Planar captures render at configured quality tier resolution (independent of upscaler)

4. `BPC_PlanarCapture.ApplyQualityTier()` checks `BPC_RenderPipelineManager.IsLumenEnabled()`:
   ```
   If !IsLumenEnabled() AND profile.bEnableLumen:
       Force bEnableLumen = false    // Prevent capture from trying to enable Lumen
   ```

---

## 10. Validation / Testing Checklist

- [ ] `DetectPlatform` correctly identifies PS5, PS4, Xbox Series, Xbox One, PC_High, PC_Low
- [ ] `ApplyQualityPreset("Low")` sets GI to None/Baked, switches to CSM, disables Nanite
- [ ] `ApplyQualityPreset("High")` sets GI to Lumen, switches to VSM, enables Nanite
- [ ] Switching from High→Low mid-game shows "requires level reload" warning
- [ ] Switching from High→Low in Main Menu applies immediately (no warning needed)
- [ ] Switching Low→High mid-game: PendingPreset stored, applies on next level load
- [ ] Planar capture budget adjusts: lower cap when Lumen is on, higher when off
- [ ] DLSS is available on PC_High with NVIDIA GPU — shows in `GetAvailableUpscalers()`
- [ ] FSR is available on all platforms — always in available list
- [ ] PSSR only available when `DetectedPlatform == PS5_Pro`
- [ ] NIS is available on Switch — fallback on non-NVIDIA PC
- [ ] `SetUpscalerMethod` independently changes upscaler without affecting other settings
- [ ] `GetActivePipelineConfig()` returns current state accurately after apply
- [ ] Edge case: `PlatformProfileMap` missing platform → logs error, falls back to `PC_High`
- [ ] Edge case: Invalid preset name → logs warning, no CVars changed
- [ ] Edge case: Console variable execution fails → logs error per failed CVar, continues
- [ ] Edge case: Hot-swap GPU (eGPU) → `DetectPlatform` called again, pipeline may change

---

## 11. Manual Implementation Guide

### 11.1 Class Setup
1. Create Blueprint Class: parent `ActorComponent`, name `BPC_RenderPipelineManager`
2. Path: `Content/Framework/Settings/`
3. Add all variables, enums, structs, and event dispatchers from this spec

### 11.2 Key UE5 Nodes
| Node | Where to Find | Used For |
|------|---------------|----------|
| `Execute Console Command` | Right-click → "Execute Console Command" | Applying all CVar changes |
| `Get Platform Name` | Right-click → "Get Platform Name" | Platform detection |
| `Get Game User Settings` | Right-click → "Get Game User Settings" | Accessing scalability API |
| `Set Overall Scalability Level` | On GameUserSettings | Bulk quality tier application |
| `Get Game Instance` → `Get Subsystem(SS_SettingsSystem)` | Subsystem access | Reading/writing quality setting |
| `Get Game Instance` → `Get Subsystem(SS_PlanarCaptureManager)` | Subsystem access | Adjust capture budget |
| `Switch on EPlatformFamily` | Right-click → "Switch" | Platform-specific logic |
| `Make SRenderPipelineConfig` | Right-click → "Make Struct" | Building config structs |

### 11.3 Node-by-Node: ApplyRenderConfig

```
[Function: ApplyRenderConfig(PresetName, Config)]
  Step 1: Get Owner → Cast to PlayerController → cache
  Step 2: Break SRenderPipelineConfig → get all fields
  Step 3: Switch on Config.GIMethod:
    Lumen_GI → ExecuteConsoleCommand("r.DynamicGlobalIlluminationMethod 1")
              ExecuteConsoleCommand("r.Lumen.Reflections.Allow 1")
    Baked_Lightmass → ExecuteConsoleCommand("r.DynamicGlobalIlluminationMethod 0")
                      ExecuteConsoleCommand("r.Lumen.Reflections.Allow 0")
    SSGI → ExecuteConsoleCommand("r.DynamicGlobalIlluminationMethod 2")
    None → ExecuteConsoleCommand("r.DynamicGlobalIlluminationMethod 0")
  Step 4: ExecuteConsoleCommand("r.Shadow.Virtual.Enable {VSM?1:0}")
  Step 5: ExecuteConsoleCommand("sg.ShadowQuality {ShadowQuality}")
  Step 6: ExecuteConsoleCommand("r.ScreenPercentage {ResolutionScale*100}")
  Step 7: Switch on Config.Upscaler:
    TSR → ExecuteConsoleCommand("r.TemporalAA.Upsampling 1")
    DLSS → ExecuteConsoleCommand("r.NGX.DLSS.Enable 1")
           ExecuteConsoleCommand("r.NGX.DLSS.Quality {UpscalerQuality}")
    FSR → ExecuteConsoleCommand("r.FidelityFX.FSR2.Enabled 1")
    NIS → ExecuteConsoleCommand("r.NIS.Enable 1")
  Step 8: ExecuteConsoleCommand("r.Nanite {NaniteEnabled?1:0}")
  Step 9: Execute Console Command "sg.TextureQuality {TextureQuality}"
          Execute Console Command "sg.PostProcessQuality {PostProcessQuality}"
          Execute Console Command "sg.ViewDistanceQuality {ViewDistanceQuality}"
          Execute Console Command "sg.FoliageQuality {FoliageQuality}"
  Step 10: ExecuteConsoleCommand("r.MotionBlurQuality {MotionBlur?2:0}")
  Step 11: ExecuteConsoleCommand("r.DepthOfFieldQuality {DoF?2:0}")
  Step 12: Set ActiveState.AppliedConfig = Config
  Step 13: Set ActiveState.ActivePreset = PresetName
  Step 14: Set bReloadNeededOnNextLevel = false
  Step 15: Broadcast OnPipelineApplied(PresetName)
```

### 11.4 Networking
- **Local client only.** Render pipeline is per-client hardware. No replication.
- On listen servers: the server-host player runs their own render pipeline; other clients run theirs.

---

## 12. Blueprint Build Checklist

- [ ] Create Blueprint class: `BPC_RenderPipelineManager` (parent: `ActorComponent`)
- [ ] Add enums: `ERenderPipelineMethod`, `EShadowMethod`, `EReflectionMethod`, `EUpscalerMethod`, `EMeshStrategy`, `EPlatformFamily`, `ERenderPipelineChangeType`
- [ ] Add structs: `SRenderPipelineConfig`, `SPlatformRenderDefaults`, `SActivePipelineState`
- [ ] Add all variables from Section 3
- [ ] Build `BeginPlay` → `Initialize` chain
- [ ] Implement `DetectPlatform` with Switch on Platform Name
- [ ] Implement `ApplyQualityPreset` with reload detection logic
- [ ] Implement `ApplyRenderConfig` with full CVar execution
- [ ] Implement `ApplyPendingReload` bound to `GI_GameFramework.OnGamePhaseChanged`
- [ ] Implement `SetUpscalerMethod` / `GetAvailableUpscalers` / `IsLumenEnabled` / `IsNaniteEnabled`
- [ ] Create all 6 event dispatchers
- [ ] Bind to `SS_SettingsSystem.OnSettingChanged` (QualityPreset key)
- [ ] Bind to `GI_GameFramework.OnGamePhaseChanged`
- [ ] Create at least one `DA_RenderPipelineProfile` instance per target platform
- [ ] Test: Low preset disables Lumen, Nanite, switches to CSM
- [ ] Test: High preset enables Lumen, Nanite, VSM
- [ ] Test: Mid-session pipeline switch shows reload warning
- [ ] Test: Main Menu pipeline switch applies immediately
- [ ] Test: Planar capture quality cap adjusts on pipeline change

---

*Blueprint Spec: Render Pipeline Manager. Conforms to TEMPLATE.md v2.0 — part of the UE5 Modular Game Framework, SETTINGS layer.*
