Add Planar Capture System implementation checklist and developer reference

- Created a comprehensive implementation checklist for the Planar Capture System (Systems 136-147) detailing tasks across multiple phases including C++ core, material foundation, Blueprint actors, data assets, integration, and performance testing.
- Added a developer reference document outlining the architecture, data flow, state machine, budget enforcement, render target pooling, horror features, integration points, multiplayer networking, performance characteristics, debugging methods, and build order for the capture systems.
- Introduced examples of capture surface usage in the Project Void horror game, including specific implementations for mirrors, monitors, portals, and fake windows, along with a checklist for integration tasks.
This commit is contained in:
Lefteris Notas
2026-05-22 15:36:08 +03:00
parent 6b6c702dd7
commit 0a2d08b2ad
34 changed files with 5245 additions and 32 deletions

View File

@@ -68,6 +68,22 @@ Content/
S_ActionPermissionResult.uasset # Permission result struct
DA_StateGatingTable.uasset # All gating rules (37 action rules)
BPC_StateManager.uasset # Central state authority component
Capture/ # Planar Capture assets (NEW — Phase 17)
BP_Mirror.uasset # Standard mirror surface
BP_Portal.uasset # Portal surface with linked target
BP_Monitor.uasset # Security camera monitor
BP_HorrorMirror.uasset # Horror mirror with wrong reflection
BP_FakeWindow.uasset # Architectural fake window
M_CaptureSurface_Master.uasset # Master unlit material (9-layer)
MPC_CaptureSurface.uasset # Global MPC (10 scalar params)
DA_PlanarCaptureProfile.uasset # Per-surface capture config
MI_Mirror_Clean.uasset # Material instances
MI_Mirror_Dirty.uasset
MI_Mirror_Steam.uasset
MI_Mirror_Horror.uasset
MI_Portal_Standard.uasset
MI_Monitor_Security.uasset
MI_FakeWindow_Interior.uasset
docs/
blueprints/
@@ -83,13 +99,14 @@ docs/
07-narrative/ # Narrative, Dialogue, Objective & Choice (11 files, 58-68)
08-weapons/ # Weapon, Equipment & Damage (11 files, 69-79)
09-ai/ # AI, Perception & Encounters (9 files, 80-88)
10-adaptive/ # Adaptive Environment, Atmosphere & Scare (15 files, 89-101, 132-133)
11-meta/ # Achievements, Progression & Meta (2 files, 102-103)
12-settings/ # Settings, Accessibility & Platform (2 files, 104-105)
13-polish/ # Tutorial, Loading, Credits, Debug (9 files, 106-114)
14-data-assets/ # Data Asset definitions (16 files, 115-127, 129, 134-135)
15-input/ # Enhanced Input System (1 file, 128)
16-state/ # State Management (2 files, 130-131)
10-adaptive/ # Adaptive Environment, Atmosphere & Scare (15 files, 89-101, 132-133)
11-meta/ # Achievements, Progression & Meta (2 files, 102-103)
12-settings/ # Settings, Accessibility & Platform (2 files, 104-105)
13-polish/ # Tutorial, Loading, Credits, Debug (9 files, 106-114)
14-data-assets/ # Data Asset definitions (16 files, 115-127, 129, 134-135)
15-input/ # Enhanced Input System (1 file, 128)
16-state/ # State Management (2 files, 130-131)
17-capture/ # Planar Capture System (12 files, 136-147)
developer/ # Developer Reference Docs (NEW)
INDEX.md # Master developer docs index (12 docs)
architecture-overview.md # Framework-wide architecture walkthrough
@@ -106,16 +123,17 @@ docs/
09-ai-systems.md # AI, perception & encounters explained
10-adaptive-systems.md # Adaptive environment & atmosphere explained
11-16-systems.md # Meta, Settings, Polish, Data Assets, Input, State explained
architecture/ # Architecture & Design Documents (8 files)
bpc-statemanager.md # BPC_StateManager full spec + Chooser Table Audit
metasounds-audio-system.md # MetaSounds audio architecture (mix buses, room zones, settings)
animation-catalog.md # Animation requirements for all 135 systems
sound-catalog.md # Sound/audio requirements for all 135 systems
enhanced-input-system.md # Enhanced Input System architecture
hud-overview.md # HUD system architecture — 14 widgets, wiring, integration points
multiplayer-networking.md # Multiplayer networking architecture — authority model, RPCs, prediction
blueprint-limitations-workarounds.md # UE5 C++-only functions + 100% Blueprint workarounds (NEW)
CLEAN_SLATE_PLAN.md # Clean slate refactoring plan
architecture/ # Architecture & Design Documents (9 files)
bpc-statemanager.md # BPC_StateManager full spec + Chooser Table Audit
metasounds-audio-system.md # MetaSounds audio architecture (mix buses, room zones, settings)
animation-catalog.md # Animation requirements for all 135 systems
sound-catalog.md # Sound/audio requirements for all 135 systems
enhanced-input-system.md # Enhanced Input System architecture
hud-overview.md # HUD system architecture — 14 widgets, wiring, integration points
multiplayer-networking.md # Multiplayer networking architecture — authority model, RPCs, prediction
blueprint-limitations-workarounds.md # UE5 C++-only functions + 100% Blueprint workarounds (NEW)
planar-capture-system.md # Planar Capture System — mirrors, portals, monitors, horror surfaces (Phase 17)
CLEAN_SLATE_PLAN.md # Clean slate refactoring plan
reports/ # Condensed audit reports
blueprint_condensed_summary.md # ASK agent audit of all 129 files
checklists/ # Implementation checklists
@@ -123,7 +141,7 @@ docs/
enhanced-input-system.md
bpc-statemanager.md # NEW — State Manager implementation checklist
```
**Total: 135 numbered Blueprint files + 5 enums + 5 Data Assets + 11 Data Table CSVs + TEMPLATE.md + AUDIT_REPORT.md + INDEX.md + 12 developer docs + 8 architecture docs + 1 audit report = 178 files in 19 directory groups**
**Total: 147 numbered Blueprint files + 5 enums + 5 Data Assets + 11 Data Table CSVs + TEMPLATE.md + AUDIT_REPORT.md + INDEX.md + 13 developer docs + 9 architecture docs + 1 audit report = 192 files in 20 directory groups**
## Naming Conventions
| Prefix | Type |
@@ -180,6 +198,7 @@ docs/
- **Phase 14:** State Management (BPC_StateManager + 4 enums + 3 structs + DA_StateGatingTable — 130, 131)
- **Phase 15:** MetaSounds Audio (SS_AudioManager + BP_RoomAudioZone + DA_AudioSettings + DA_RoomAcousticPreset — 132-135)
- **Phase 16:** Multiplayer Networking — All systems updated with `HasAuthority()` gates, `Server_` RPCs, `RepNotify` handlers, and client prediction patterns. See [`docs/architecture/multiplayer-networking.md`](docs/architecture/multiplayer-networking.md).
- **Phase 17:** Planar Capture System — Mirrors, portals, monitors, horror surfaces. C++ core (136-138) + Blueprint actors (139-143) + Material/MPC (144-145) + Data Assets (146-147). See [`docs/architecture/planar-capture-system.md`](docs/architecture/planar-capture-system.md).
## Key Communication Rules
1. Gameplay Tags + Subsystem lookup (global, decoupled)
@@ -235,4 +254,4 @@ No PR is accepted without these files being current. This ensures the animator,
- **Phase 8-13:** COMPLETE AUDIT_REPORT updated, CONTEXT.md updated, verification, final commit
- **Phase 14-15:** COMPLETE State Management (130-131) + MetaSounds Audio (132-135) blueprint specs created
- **Phase 16:** IN PROGRESS Multiplayer Networking: all 135 blueprint specs being updated with replication stubs, RPC definitions, and server-authoritative patterns. Developer docs updated. Architecture doc created at [`docs/architecture/multiplayer-networking.md`](docs/architecture/multiplayer-networking.md)
- **Remaining:** Cross-reference pass across all 135 files; deprecated BPC_AudioAtmosphereController (95) references to update
- **Remaining:** Cross-reference pass across all 147 files; deprecated BPC_AudioAtmosphereController (95) references to update; Planar Capture System (Phase 17) C++ written, blueprint specs created, pending UE5 editor compile and BP child creation