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.
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Lefteris Notas
2026-05-20 15:34:06 +03:00
parent 4a7c871f29
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# Save/Load & Death Loop — Asset Creation Sheet (9 assets)
> **UE5 Path:** `Content/Framework/Save/`
---
## C++ Already Done
- `SS_SaveManager` (35) — auto-created subsystem, no BP needed
- `I_Persistable` (36) — in `I_InterfaceLibrary.h`
---
## BP Assets to Create
### BP_Checkpoint (Actor)
**Parent:** `Actor` → Add BoxCollision (trigger)
| Variable | Type | Default |
|----------|------|---------|
| `CheckpointTag` | GameplayTag | e.g. `Framework.Save.Checkpoint.Chapter1_Start` |
| `bActivated` | Boolean | `false` |
| `SpawnTransform` | Transform | (auto-set from actor location) |
**OnOverlapBegin(Player):**
```
├─ If bActivated → Return
├─ Set bActivated = true
├─ Get SaveManager → CreateCheckpoint(CheckpointTag)
├─ Play checkpoint sound + particle effect
└─ Show WBP_NotificationToast: "Checkpoint Reached"
```
---
### BPC_AltDeathSpaceSystem (Component)
**Attach to:** Player pawn
| Variable | Type | Default |
|----------|------|---------|
| `bInAltDeathSpace` | Boolean | `false` |
| `DeathSpaceScene` | Level | Assign |
| `ExitFound` | Boolean | `false` |
---
### BPC_DeathHandlingSystem (Component)
**Attach to:** Player pawn
| Variable | Type | Default |
|----------|------|---------|
| `DeathAnimation` | AnimMontage | Assign |
| `RespawnDelay` | Float | `3.0` |
| `bDeathSequencePlaying` | Boolean | `false` |
**Bind to:** `BPC_HealthSystem.OnDeath`
**OnDeath(Killer):**
```
├─ Play DeathAnimation
├─ Delay(3.0)
├─ Determine outcome:
│ ├─ AltDeathSpace chance → EnterAltDeathSpace
│ └─ Normal death → Call GM_CoreGameMode.HandlePlayerDead
└─ Call BPC_RunHistoryTracker.RecordDeath
```
---
### BPC_PersistentCorpseSystem (Component)
**Attach to:** Player pawn
| Variable | Type |
|----------|------|
| `CorpsePersistenceDuration` | Float = `-1` (infinite) |
| `CorpseSnapshotData` | `Array<Byte>` |
---
### BPC_PersistentWorldStateRecorder (Component)
**Attach to:** Player pawn or GameState
| Variable | Type |
|----------|------|
| `RecordedStates` | `Array<S_WorldStateEntry>` |
| `bIsRecording` | Boolean |
---
### BPC_PlayerRespawnSystem (Component)
**Attach to:** Player pawn
| Variable | Type | Default |
|----------|------|---------|
| `LastCheckpointTag` | GameplayTag | Empty |
| `bRespawning` | Boolean | `false` |
**Respawn():**
```
├─ Get SaveManager → LoadCheckpoint(active slot)
├─ Find BP_Checkpoint with LastCheckpointTag
├─ Teleport player to checkpoint transform
├─ Restore health, clear death state
└─ Call BPC_StateManager.RestorePreviousState
```
---
### BPC_RunHistoryTracker (Component)
**Attach to:** Player pawn
| Variable | Type |
|----------|------|
| `TotalDeaths` | Integer |
| `TotalPlayTime` | Float |
| `ChaptersCompleted` | `Array<GameplayTag>` |
| `CheckpointsReached` | `Array<GameplayTag>` |
---
## Test These
- [ ] Walk into checkpoint trigger → toast "Checkpoint Reached" → game saved
- [ ] Die → death animation plays → respawn at last checkpoint
- [ ] Alt death → void space loads → find exit → return to normal world
- [ ] Corpse persists after respawn