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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# Narrative Systems — Asset Creation Sheet (11 assets)
> **UE5 Path:** `Content/Framework/Narrative/`
---
## Components (attach to player pawn or GameState)
### BPC_NarrativeStateSystem
| Variable | Type | Default |
|----------|------|---------|
| `ActiveFlags` | `Array<GameplayTag>` | Empty |
| `CurrentChapter` | GameplayTag | Empty |
| `CurrentPhase` | GameplayTag | Empty |
**SetFlag(Tag):** Add to ActiveFlags → broadcast OnNarrativeFlagSet
### BPC_ObjectiveSystem
| Variable | Type | Default |
|----------|------|---------|
| `ActiveObjectives` | `Array<GameplayTag>` | Empty |
| `CompletedObjectives` | `Array<GameplayTag>` | Empty |
**ActivateObjective(Tag):** → Add to Active → broadcast OnObjectiveActivated → GS_CoreGameState.AddObjective(Tag)
### BPC_DialoguePlaybackSystem
| Variable | Type |
|----------|------|
| `DialogueQueue` | `Array<FDialogueLine>` |
| `bIsPlaying` | Boolean |
| `bAutoAdvance` | Boolean |
**PlayDialogue(DialogueData):** → Show subtitles → play VO → advance queue
### BPC_DialogueChoiceSystem
| Variable | Type |
|----------|------|
| `CurrentChoices` | `Array<FDialogueChoice>` |
| `SelectedChoiceIndex` | Integer |
**PresentChoices(Choices):** → Show WBP_DialogueChoice widget → wait for selection → return
### BPC_BranchingConsequenceSystem
| Variable | Type |
|----------|------|
| `PendingConsequences` | `Array<FDialogueChoice>` |
**ExecuteConsequence(Choice):** → Grant items, set narrative flags, change relationships, trigger cutscenes
### BPC_TrialScenarioSystem
| Variable | Type | Default |
|----------|------|---------|
| `TrialTimer` | Float | `0.0` |
| `bTrialActive` | Boolean | `false` |
| `TrialSuccessThreshold` | Float | `60.0` |
### BPC_CutsceneBridge
| Variable | Type |
|----------|------|
| `CurrentCutscene` | `DA_CutsceneData` |
| `bCutscenePlaying` | Boolean |
**PlayCutscene(Data):** → Set phase to Cutscene → play Sequence → on finish → restore phase
### BPC_LoreUnlockSystem
| Variable | Type |
|----------|------|
| `UnlockedLore` | `Array<GameplayTag>` |
**UnlockLore(Tag):** → Add to unlocked → show notification → add to journal
### BPC_EndingAccumulator
| Variable | Type |
|----------|------|
| `EndingConditions` | `TMap<GameplayTag, Float>` |
| `DominantEnding` | GameplayTag |
---
## Data Assets (create instances per content)
| Asset | Purpose |
|-------|---------|
| `DA_DialogueData` | Dialogue lines, speaker, VO, conditions |
| `DA_CutsceneData` | Level sequence, milestone flags, skip policy |
| `DA_ObjectiveData` | Title, description, prerequisites, rewards |
| `DA_TrialData` | Timer, success conditions, failure consequences |
---
## Actor — BP_NarrativeTriggerVolume
**Parent:** `TriggerVolume`
| Variable | Type |
|----------|------|
| `TriggerTag` | GameplayTag |
| `bTriggerOnce` | Boolean |
| `NarrativeActions` | `Array<S_NarrativeAction>` |
**OnOverlapBegin:** → Execute narrative actions (set flag, start dialogue, activate objective, play cutscene)
---
## Test These
- [ ] Walk into trigger → dialogue starts → subtitles show
- [ ] Dialogue choices appear → select option → consequence fires
- [ ] Objective activates → shows in HUD objective display
- [ ] Trial scenario starts → timer counts down → succeed/fail