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.
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# Developer Reference — UE5 Modular Game Framework
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**Version:** 1.8 | **Generated:** 2026-05-22 | **Files:** 21 (1 index + 3 overview + 1 migration + 1 integration + 1 prototype + 1 starter + 10 category docs + 1 combined + 1 capture + 1 render) | **C++:** 15 full + 10 stubs = 25 systems
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**Version:** 1.9 | **Generated:** 2026-05-22 | **Files:** 21 | **Systems:** 150 numbered + 2 supplementary
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This directory contains developer-facing reference documentation for every system in the framework. Unlike the blueprint spec files (which define *what* to build), these documents explain *how each system works internally* — the data flow, state machines, integration points, and design rationale. Use these when you need to understand a system's behavior to implement, debug, or extend it.
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| 05 | `GM_CoreGameMode` | Foundation | Spawns player, manages game rules |
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| 06 | `GS_CoreGameState` | Foundation | Shared game state, phase tracker |
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| 07 | `DA_ItemData` | Foundation | Base item data asset |
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| 150 | `BPC_PlatformServiceAbstraction` | Foundation | Central platform authority — detection, SDK routing, input/GFX/achievement coordination (NEW) |
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| 08 | `BPC_HealthSystem` | Player | Health, damage, death trigger |
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| 09 | `BPC_StaminaSystem` | Player | Stamina pool, sprint drain, exhaustion |
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| 10 | `BPC_StressSystem` | Player | Psychological stress tiers, hallucinations |
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