Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems. - Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen. - Implemented HUD controller and interaction prompt display assets with detailed wiring instructions. - Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences. - Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics. - Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components. - Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities. - Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
This commit is contained in:
111
docs/blueprints/04-inventory/InventoryAssets_All.asset.md
Normal file
111
docs/blueprints/04-inventory/InventoryAssets_All.asset.md
Normal file
@@ -0,0 +1,111 @@
|
||||
# Inventory Systems — Asset Creation Sheet (10 assets)
|
||||
|
||||
> **UE5 Path:** `Content/Framework/Inventory/`
|
||||
|
||||
---
|
||||
|
||||
## C++ Already Done
|
||||
- `BPC_InventorySystem` (31) — attach directly to pawn
|
||||
- `DA_ItemData` (07) — create Data Asset instances per item
|
||||
|
||||
---
|
||||
|
||||
## BP Assets to Create
|
||||
|
||||
### BP_ItemPickup (Actor)
|
||||
**Parent:** `Actor` → Add StaticMesh, SphereCollision, RotatingMovement
|
||||
|
||||
| Variable | Type | Default |
|
||||
|----------|------|---------|
|
||||
| `ItemData` | `DA_ItemData` | Assign |
|
||||
| `Quantity` | Integer | `1` |
|
||||
| `BobAmplitude` | Float | `0.5` |
|
||||
| `BobSpeed` | Float | `2.0` |
|
||||
|
||||
**Implements:** `I_Interactable`
|
||||
|
||||
**OnInteract:**
|
||||
```
|
||||
├─ Get Player → BPC_InventorySystem → CanAddItem(ItemData)?
|
||||
│ True → AddItem(ItemData, Quantity) → Destroy self
|
||||
│ False → Show "Inventory Full" prompt
|
||||
```
|
||||
|
||||
### BPC_ContainerInventory (Component)
|
||||
**Attach to:** Chests, drawers, cabinets, safes
|
||||
|
||||
| Variable | Type | Default |
|
||||
|----------|------|---------|
|
||||
| `ContainerSlots` | `Array<FInventorySlot>` | Empty |
|
||||
| `ContainerSize` | Integer | `12` |
|
||||
| `bIsOpen` | Boolean | `false` |
|
||||
|
||||
### BPC_ActiveItemSystem (Component)
|
||||
**Attach to:** Player pawn — manages quick-slot item
|
||||
|
||||
| Variable | Type | Default |
|
||||
|----------|------|---------|
|
||||
| `QuickSlotCount` | Integer | `4` |
|
||||
| `ActiveItemIndex` | Integer | `0` |
|
||||
| `QuickSlots` | `Array<DA_ItemData>` | Empty |
|
||||
|
||||
### BPC_CollectibleTracker (Component)
|
||||
**Attach to:** Player pawn
|
||||
|
||||
| Variable | Type | Default |
|
||||
|----------|------|---------|
|
||||
| `FoundCollectibles` | `Array<GameplayTag>` | Empty |
|
||||
| `TotalCollectibles` | Integer | `0` |
|
||||
| `SetBonuses` | `Array<GameplayTag>` | Empty |
|
||||
|
||||
### BPC_ConsumableSystem (Component)
|
||||
**Attach to:** Player pawn
|
||||
|
||||
| Variable | Type | Default |
|
||||
|----------|------|---------|
|
||||
| `LastConsumedItem` | `DA_ItemData` | None |
|
||||
| `UseCooldown` | Float | `0.5` |
|
||||
|
||||
**UseItem(ItemData):**
|
||||
```
|
||||
├─ BPC_HealthSystem → Heal(Item.ConsumableData.HealthRestore)
|
||||
├─ BPC_StressSystem → AddStress(-Item.ConsumableData.StressReduce)
|
||||
└─ BPC_InventorySystem → RemoveItem(Item, 1)
|
||||
```
|
||||
|
||||
### BPC_DocumentArchiveSystem (Component)
|
||||
| Variable | Type |
|
||||
|----------|------|
|
||||
| `ArchivedDocuments` | `Array<GameplayTag>` |
|
||||
| `bHasUnread` | Boolean |
|
||||
|
||||
### BPC_EquipmentSlotSystem (Component)
|
||||
| Variable | Type | Default |
|
||||
|----------|------|---------|
|
||||
| `EquipmentSlots` | `Array<FInventorySlot>` | 6 slots |
|
||||
| `EquippedWeapon` | `DA_ItemData` | None |
|
||||
|
||||
### BPC_ItemCombineSystem (Component)
|
||||
| Variable | Type |
|
||||
|----------|------|
|
||||
| `CraftingRecipes` | `Array<S_CraftingRecipe>` |
|
||||
|
||||
### BPC_JournalSystem (Component)
|
||||
| Variable | Type |
|
||||
|----------|------|
|
||||
| `ActiveQuests` | `Array<GameplayTag>` |
|
||||
| `CompletedQuests` | `Array<GameplayTag>` |
|
||||
|
||||
### BPC_KeyItemSystem (Component)
|
||||
| Variable | Type |
|
||||
|----------|------|
|
||||
| `KeyItems` | `Array<GameplayTag>` |
|
||||
| `bAutoUseOnTarget` | Boolean |
|
||||
|
||||
---
|
||||
|
||||
## Test These
|
||||
- [ ] Drop item pickup in level → walk over → item added to inventory
|
||||
- [ ] Use health pack → health increases, item removed from inventory
|
||||
- [ ] Combine items → new item appears in inventory
|
||||
- [ ] Equip weapon → appears on character mesh
|
||||
Reference in New Issue
Block a user