feat: Implement BPC_PlatformServiceAbstraction for unified platform detection and SDK routing

- Added BPC_PlatformServiceAbstraction to centralize platform detection and SDK routing for achievements, cloud saves, and overlays.
- Updated dependencies across various systems to utilize the new platform service for consistent platform handling.
- Deprecated old platform enums in favor of a unified EPlatformFamily enum.
- Enhanced documentation for affected systems to reflect changes in platform handling and dependencies.
This commit is contained in:
Lefteris Notas
2026-05-22 18:22:42 +03:00
parent dc9c1a6b98
commit 15d6e88780
12 changed files with 439 additions and 25 deletions

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@@ -183,6 +183,7 @@ Abbreviations:
| 102-114 | All 13 systems | 🔵 | ✅ | BP children + widget BPs |
| 148 | `BPC_HapticsController` | 🔵 (Blueprint-only) | ✅ | ⬜ BP child attach to PlayerController |
| 149 | `BPC_RenderPipelineManager` | 🔵 (Blueprint-only) | ✅ | ⬜ BP child attach to PlayerController |
| 150 | `BPC_PlatformServiceAbstraction` | 🔵 (Blueprint-only) | ✅ | ⬜ BP child attach to GI_GameFramework |
### Data Assets (14-data-assets — 16 systems)

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@@ -726,6 +726,7 @@ All 16 are Data Asset definitions. No code — create Data Asset instances per c
| 105 | `SS_SettingsSystem` | BP child of GameInstanceSubsystem | Settings persistence: save/load config to disk, apply on boot |
| 148 | `BPC_HapticsController` | BP child of ActorComponent | Haptics: GameplayTag-driven force feedback, DualSense triggers, heartbeat pulse |
| 149 | `BPC_RenderPipelineManager` | BP child of ActorComponent | Render pipeline: quality presets, GI/shadows/upscaling per platform, PlanarCapture aware |
| 150 | `BPC_PlatformServiceAbstraction` | BP child of ActorComponent | Central platform authority: detection, SDK routing (Steam/PSN/Xbox/Nintendo), input/GFX/achievement coordination |
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