Add haptics example documentation for Project Void controller feedback
- Introduced comprehensive guide for setting up controller haptics and force feedback. - Detailed directory structure for haptic profiles and creation steps for DA_HapticProfile instances. - Included platform-specific configurations for Xbox and PS5 DualSense adaptive triggers. - Outlined wiring of BPC_HapticsController to various gameplay systems and events. - Provided accessibility integration options and testing checklist for haptic functionality.
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# 12 — Settings, Accessibility & Platform Systems (Systems 104-105)
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# 12 — Settings, Accessibility, Haptics & Platform Systems (Systems 104-105, 148)
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| # | System | Asset Type | Role |
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|---|--------|-----------|------|
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| 104 | `BPC_AccessibilitySettings` | Component | Accessibility; subtitles, colorblind, controller remap |
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| 105 | `SS_SettingsSystem` | Subsystem | Settings subsystem; persistent settings, apply, reset |
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| 148 | `BPC_HapticsController` | Component | Haptics controller; GameplayTag-driven force feedback, DualSense triggers, heartbeat pulse |
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**104 BPC_AccessibilitySettings:** Manages accessibility features: subtitle toggle/size, colorblind mode selection (protanopia/deuteranopia/tritanopia), controller remapping, difficulty presets, hold-to-confirm toggle, camera shake reduction. Settings persisted via `SS_SettingsSystem`.
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**105 SS_SettingsSystem:** GameInstanceSubsystem for all persistent settings. Loads defaults on init, saves on change, supports reset-to-default. Settings categories: Audio, Video, Controls, Gameplay, Accessibility. Coordinates with `SS_AudioManager` for volume, `SS_EnhancedInputManager` for key rebinding.
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**148 BPC_HapticsController:** ActorComponent attached to the Player Controller. Central abstraction for all controller vibration and force feedback. Systems trigger haptics by GameplayTag (e.g., `Haptic.Damage.Heavy`) — never calling raw UE5 `Play Force Feedback` nodes. Handles platform detection (Xbox rumble, PS5 DualSense adaptive triggers, PC generic gamepad), respects accessibility toggle, manages effect priority/conflict resolution, and drives the continuous heartbeat pulse from `BPC_StateManager.GetCurrentHeartRate()`. Uses `DA_HapticProfile` Data Assets for all effect definitions.
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# 13 — Polish: Tutorial, Loading, Credits & Debug Systems (Systems 106-114)
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@@ -108,7 +111,7 @@
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*Developer Reference v1.0 — Categories 11-16 Systems. Companion to docs/blueprints/ specs.*
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*Developer Reference v1.1 — Categories 11-16 Systems (including Haptics). Companion to docs/blueprints/ specs.*
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| `SS_AchievementSystem` | Server validates unlocks; client receives unlock notifications |
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| `BPC_AccessibilitySettings` | **Local per-client** — each player's accessibility preferences |
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| `SS_SettingsSystem` | Settings save per-client; key bindings are local |
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| `BPC_HapticsController` | **Local client only** — haptics are cosmetic, never replicated. No `HasAuthority()` needed. |
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### Category 13: Polish
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| System | Authority |
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