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.
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Lefteris Notas
2026-05-22 15:36:08 +03:00
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# Planar Capture System Architecture — UE5 Modular Game Framework
**Version:** 1.0 | **Systems:** 136-147 (12 systems) | **Phase:** 17 — Rendering & Visual
This document specifies the architecture of the Planar Capture System — a unified rendering pipeline for mirrors, portals, monitors, and horror surfaces. One capture pipeline, one quality manager, one material interface.
---
## Architecture Overview
```
┌─────────────────────────────────────────────────────────────────────────────┐
│ BLUEPRINT LAYER (Designer-Facing) │
│ BP_Mirror BP_HorrorMirror BP_Portal BP_Monitor BP_FakeWindow │
│ DA_PlanarCaptureProfile MPC_CaptureSurface MI_Mirror_Clean/Dirty/Steam │
├─────────────────────────────────────────────────────────────────────────────┤
│ C++ LAYER (Performance-Critical) │
│ UBPC_PlanarCapture — SceneCapture2D lifecycle, camera math │
│ ABP_PlanarCaptureActor — Surface mesh, MDI, overlap/proximity │
│ ASS_PlanarCaptureManager — Global budget, RT pool, scoring │
│ UPlanarCaptureCameraUtils — Mirror/Portal/Oblique math (static) │
├─────────────────────────────────────────────────────────────────────────────┤
│ UE5 ENGINE │
│ USceneCaptureComponent2D UTextureRenderTarget2D UMaterialParameterColl │
└─────────────────────────────────────────────────────────────────────────────┘
```
---
## System Map (12 Systems — Files 136-147)
| # | System | Type | Parent Class | Purpose |
|---|--------|------|-------------|---------|
| 136 | `BPC_PlanarCapture` | BPC_ Component | `ActorComponent` | Core capture: SceneCapture2D lifecycle, camera math, RT management, actor lists, horror ring buffer |
| 137 | `BP_PlanarCaptureActor` | BP_ Actor | `Actor` | Placeable surface actor: mesh, MDI, proximity trigger, manager registration |
| 138 | `SS_PlanarCaptureManager` | SS_ Subsystem | `WorldSubsystem` | Global budget manager: surface scoring, quality tier assignment, RT pool |
| 139 | `BP_Mirror` | BP_ Actor | `BP_PlanarCaptureActor` | Standard mirror: Mode=Mirror, dirt/steam/condensation layers, aging |
| 140 | `BP_Portal` | BP_ Actor | `BP_PlanarCaptureActor` | Portal surface: Mode=Portal, linked target, teleport on overlap, clip plane |
| 141 | `BP_Monitor` | BP_ Actor | `BP_PlanarCaptureActor` | Security screen/TV: Mode=Monitor, fixed camera ref, low update rate, scanlines |
| 142 | `BP_HorrorMirror` | BP_ Actor | `BP_Mirror` | Horror mirror: wrong reflection actor, delayed frame, steam text reveal, scare events |
| 143 | `BP_FakeWindow` | BP_ Actor | `BP_PlanarCaptureActor` | Architectural fake window: Mode=FakeWindow, linked sublevel, weather overlay |
| 144 | `M_CaptureSurface_Master` | Material | `Material` | Master unlit material: RT sample, condensation, dirt, steam, horror layers |
| 145 | `MPC_CaptureSurface` | MPC | `MaterialParameterCollection` | Global MPC: SteamIntensity, DirtOpacity, MirrorDarkness, WrongReflectionBlend, etc. (10 params) |
| 146 | `DA_PlanarCaptureProfile` | DA_ Data Asset | `PrimaryDataAsset` | Per-surface capture config: default mode, quality profile overrides, actor lists |
| 147 | `MI_Mirror_Clean/Dirty/Steam/Horror` | MI_ Instances | `M_CaptureSurface_Master` | Pre-configured material instances for common mirror states |
---
## Enums
### `EPlanarCaptureMode` (C++: defined in `PlanarCaptureCommon.h`)
| Value | Description |
|-------|-------------|
| `Mirror` | Standard planar mirror reflection |
| `Portal` | Portal with linked target surface |
| `Monitor` | Fixed-camera security screen / TV |
| `HorrorMirror` | Mirror with horror features (wrong reflection, delayed frame) |
| `HorrorPortal` | Portal with horror features |
| `FakeWindow` | Architectural fake window (parallax, weather) |
### `EPlanarCaptureQualityTier` (C++: defined in `PlanarCaptureCommon.h`)
| Value | RT Size | FPS | Shadows | Lumen | Post | Clip Plane |
|-------|---------|-----|---------|-------|------|-----------|
| `Off` | — | 0 | — | — | — | — |
| `Low` | 256 | 4 | No | No | No | No |
| `Medium` | 512 | 15 | Dynamic | Optional | No | Yes |
| `High` | 1024 | 30 | Full | Yes | Minimal | Yes |
| `Hero` | 2048 | 60 | Full | Yes | Full | Yes |
---
## Communication Matrix
| Source | Target | Method | What |
|--------|--------|--------|------|
| `BP_PlanarCaptureActor` | `SS_PlanarCaptureManager` | Direct (RegisterSurface) | Registers on BeginPlay |
| `SS_PlanarCaptureManager` | `BPC_PlanarCapture` | Direct (ApplyQualityTier) | Assigns quality tier |
| `BPC_PlanarCapture` | `USceneCaptureComponent2D` | Direct (owns) | Camera math + CaptureScene |
| `BPC_PlanarCapture` | `MPC_CaptureSurface` | Direct (SetScalarParameter) | Pushes steam/dirt/horror params |
| `BP_HorrorMirror` | `BPC_ScareEventSystem` (101) | Interface / Dispatcher | Triggers coordinated scares |
| `BP_HorrorMirror` | `SS_AudioManager` (132) | Direct | Plays mirror horror SFX |
| `BPC_PlanarCapture` | `BPC_StateManager` (130) | IsActionPermitted() | Checks if capture can activate |
| `BP_Portal` | Player Pawn | Overlap Event | Teleports player through portal |
---
## Quality Scoring Algorithm
```
CompositeScore = (ScreenCoverage × 0.5) + (FacingAngle × 0.3) + (DistanceFactor × 0.1) + (ScriptedPriority × 0.1)
Tier assignment:
Score ≥ 0.8 → Hero (capped at GlobalQualityCap, max MaxHeroSurfaces)
Score ≥ 0.5 → High (capped at max MaxHighSurfaces)
Score ≥ 0.2 → Medium (capped at max MaxMediumSurfaces)
Score > 0 → Low
Score = 0 or !inFrustum → Off
```
---
## Material Layer Stack (M_CaptureSurface_Master)
```
Layer 0: Render target sample (UV-flipped for mirror, straight for portal/monitor)
Layer 1: Condensation normal map → distorts UV of RT sample
Layer 2: Fresnel edge fade mask
Layer 3: Dirt/scratch multiply (DirtOpacity MPC param)
Layer 4: Steam/fog lerp (animated noise, SteamIntensity MPC param)
Layer 5: Steam emissive glow (backlit fog, SteamEmissiveIntensity)
Layer 6: Text reveal mask lerp (TextRevealProgress, uses steam as carrier)
Layer 7: Mirror darkness multiply (MirrorDarkness MPC param)
Layer 8: Wrong reflection crossfade (WrongReflectionBlend MPC param)
Output: Unlit shading model
```
---
## Horror Features
| Feature | Driven By | Layer |
|---------|-----------|-------|
| Mirror-only ghost actor | ShowOnly list in C++ | C++ |
| Wrong reflection Metahuman swap | ActivateHorrorReflection() | C++ |
| Delayed frame reflection | FrameRingBuffer + DelayedReflectionBlend MPC | C++ + Material |
| Steam fogging | SteamIntensity MPC → Layer 4 | Material |
| Dirt / scratches | DirtOpacity MPC → Layer 3 | Material |
| Condensation rivulets | CondensationFlow MPC → Layer 1 | Material |
| UV distortion / breathing | DistortionAmplitude MPC → Layer 1 | Material |
| Text in steam reveal | TextRevealProgress MPC → Layer 6 | Material |
| Mirror goes dark | MirrorDarkness MPC → Layer 7 | Material |
| Wrong reflection crossfade | WrongReflectionBlend MPC → Layer 8 | Material |
| Surface aging/oxidation | SurfaceAge MPC → Layer 3 (tint) | Material |
---
## Blueprint Limitations & Workarounds
### `USceneCaptureComponent2D::CaptureScene()` (C++ Only)
**Workaround:** Call from C++ in `UBPC_PlanarCapture`. Blueprint calls `CaptureNow()` which invokes C++ capture.
**Affected Files:** 136, 139-143
### `FSceneView::ViewMatrices` for Oblique Projection (C++ Only)
**Workaround:** Use `UPlanarCaptureCameraUtils::ComputeObliqueProjectionMatrix()` (BlueprintCallable).
**Affected Files:** 136, 140
### `USceneCaptureComponent2D::ShowOnlyActors` Runtime Modification (Partial C++)
**Workaround:** `UBPC_PlanarCapture::UpdateActorLists()` resolves TSoftObjectPtrs into the array.
**Affected Files:** 136, 142
---
## Performance Budget Guidelines
| Tier | Max Simultaneous | RT Memory per Surface | GPU Cost |
|------|-----------------|----------------------|----------|
| Hero | 1 | 16 MB (2048² × 4B) | Very High |
| High | 3 | 4 MB (1024² × 4B) | High |
| Medium | 6 | 1 MB (512² × 4B) | Medium |
| Low | Unlimited | 256 KB (256² × 4B) | Low |
| Off | — | 0 | None |
**Total Budget:** 128 MB default (configurable via `SS_PlanarCaptureManager.MaxTotalRenderTargetMemoryMB`)
---
## Multiplayer Considerations
- Capture rendering is **local-only** — each client renders their own view
- `BP_PlanarCaptureActor` replicates `bIsActive` for server-authoritative surface control
- Horror events (wrong reflection activation) are triggered server-side and replicated via gameplay tags
- No client prediction needed — captures are cosmetic
---
## Integration Points with Existing Systems
| Existing System | Integration |
|----------------|-------------|
| `BPC_StateManager` (130) | Query `IsActionPermitted()` before enabling capture, teleport gating |
| `BPC_ScareEventSystem` (101) | Horror mirror events trigger coordinated scares |
| `SS_AudioManager` (132) | Mirror/portal SFX route through audio subsystem |
| `SS_EnhancedInputManager` (128) | Input context switch for portal inspection mode |
| `BPC_DiegeticDisplay` (18) | Monitors can display diegetic UI render targets |
| `BPC_CameraStateLayer` (14) | Camera FOV adjustments during portal transitions |
| `I_Persistable` (36) | Mirror surface state (destroyed, dirty, oxidized) saves/loads |
| `DA_ScareEvent` (127) | Mirror apparition scare event data asset |
| `WBP_SettingsMenu` (57) | Capture surface quality settings (Performance section) |
---
## Build Order (Phase 17)
1. **Phase 17a:** C++ Core — `PlanarCaptureCommon.h`, `PlanarCaptureCameraUtils`, `BPC_PlanarCapture`, `SS_PlanarCaptureManager`, `BP_PlanarCaptureActor`
2. **Phase 17b:** Material Foundation — `M_CaptureSurface_Master`, `MPC_CaptureSurface`, `MI_Mirror_*` instances
3. **Phase 17c:** Blueprint Actors — `BP_Mirror`, `BP_Portal`, `BP_Monitor`, `BP_HorrorMirror`, `BP_FakeWindow`
4. **Phase 17d:** Data Assets — `DA_PlanarCaptureProfile`
5. **Phase 17e:** Integration — Wire horror events to `BPC_ScareEventSystem`, audio to `SS_AudioManager`, persistence to `I_Persistable`
---
*Planar Capture System Architecture v1.0 — See `docs/blueprints/17-capture/` for per-system blueprint specs.*