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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# Weapons, AI & Adaptive — Asset Creation Sheet (31 assets)
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> **UE5 Path:** `Content/Framework/Weapons/`, `Content/Framework/AI/`, `Content/Framework/Adaptive/`
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---
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## Weapons (08-weapons — 10 remaining BP assets)
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### BP_WeaponBase (Actor)
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**Parent:** `Actor` → Add SkeletalMesh, ArrowComponent (muzzle)
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| Variable | Type | Default |
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|----------|------|---------|
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| `WeaponData` | `DA_ItemData` | Assign |
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| `AmmoLoaded` | Integer | `0` |
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| `FireMode` | GameplayTag | `Framework.Combat.FireMode.SemiAuto` |
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| `MuzzleFlashFX` | ParticleSystem | Assign |
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| `FireSound` | SoundBase | Assign |
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**Implements:** `I_Interactable`, `I_UsableItem`
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### BP Components (attach to player/enemy pawns)
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| Component | Key Variables |
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|-----------|--------------|
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| `BPC_AmmoComponent` | `ReserveAmmo`(Int), `MaxReserve`(Int), `AmmoType`(GameplayTag) |
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| `BPC_CombatFeedbackComponent` | `bShowHitMarker`(Bool), `HitMarkerDuration`(Float) |
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| `BPC_DamageReceptionSystem` | ✅ C++ done — attach directly |
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| `BPC_DeathCauseTracker` | `LastDamageType`(GameplayTag), `LastKiller`(Actor) |
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| `BPC_FirearmSystem` | `CurrentFireMode`(GameplayTag), `bChamberEmpty`(Bool) |
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| `BPC_HitReactionSystem` | `FlinchAnimation`(AnimMontage), `KnockdownAnimation`(AnimMontage) |
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| `BPC_MeleeSystem` | `ComboCount`(Int), `CurrentComboWindow`(Float) |
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| `BPC_RecoilSystem` | `RecoilPattern`(CurveVector), `RecoilRecoverySpeed`(Float) |
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| `BPC_ReloadSystem` | `ReloadTime`(Float), `bTacticalReload`(Bool) |
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| `BPC_ShieldDefenseSystem` | `ShieldHealth`(Float), `BlockAngle`(Float) |
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---
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## AI (09-ai — 9 BP assets)
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### BP_EnemyBase (Character)
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**Parent:** `Character` → Add SkeletalMesh, Capsule, AI Perception
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| Variable | Type | Default |
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|----------|------|---------|
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| `EnemyData` | `DA_EncounterData` | Assign |
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| `AlertLevel` | GameplayTag | `Framework.AI.Alert.Unaware` |
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| `Archetype` | GameplayTag | `Framework.AI.Archetype.Patrol` |
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### Components
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| Component | Purpose |
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|-----------|---------|
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| `BPC_AlertSystem` | Suspicious → Alerted → Combat state machine |
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| `BPC_AIStateMachine` | Patrol/Search/Combat/Flee transitions |
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| `BPC_AIMemorySystem` | Last known locations, threat history |
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| `BPC_AIPerceptionSystem` | Sight, hearing, damage sense |
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| `BPC_BehaviourVariantSelector` | Weighted random behavior selection from DA_BehaviourVariant set |
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### Other AI Assets
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| Asset | Type | Purpose |
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|-------|------|---------|
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| `BP_PatrolPath` | Actor + Spline | Patrol waypoints |
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| `AI_BaseAgentController` | AIController | Behavior tree runner |
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| `BB_AgentBoard` | Blackboard | AI keys (Target, LastLocation, AlertLevel, etc.) |
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---
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## Adaptive (10-adaptive — 13 BP assets)
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### Components
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| Component | Purpose |
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|-----------|---------|
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| `BPC_DifficultyManager` | Dynamic difficulty scaling based on player metrics |
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| `BPC_FearSystem` | AI + player fear states, cower, flee |
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| `BPC_PerformanceScaler` | LOD, spawn distance, effect quality |
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| `BPC_ProceduralEncounter` | Difficulty-based spawn group generation |
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| `BPC_AdaptiveEnvironmentDirector` | Room mutation, event coordination |
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| `BPC_AtmosphereStateController` | Room tone, tension, mood |
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| `BPC_AudioAtmosphereController` | [DEPRECATED — use SS_AudioManager] |
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| `BPC_LightEventController` | Flicker, dim, color shift, strobe |
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| `BPC_MemoryDriftSystem` | Visual/audio/dialogue distortions (stress-based) |
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| `BPC_PacingDirector` | Intensity bands, encounter frequency, music |
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| `BPC_PlaystyleClassifier` | Aggressive/Stealthy/Explorer/Balanced |
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| `BPC_RareEventSystem` | Weighted rare event selection + cooldown |
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| `BPC_ScareEventSystem` | Jump scares, anticipation, recovery |
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| `SS_AudioManager` | GameInstanceSubsystem — MetaSounds entry point |
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| `BP_RoomAudioZone` | TriggerVolume — auto-switches room reverb |
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---
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## Test Weapons
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- [ ] Pick up weapon → attaches to hand socket
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- [ ] Fire → muzzle flash + recoil + ammo count decreases
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- [ ] Empty magazine → auto-reload (or click Reload)
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- [ ] Melee → combo counter increments
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## Test AI
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- [ ] Patrol path → enemy walks waypoints
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- [ ] Player enters sight → alert level rises → chase begins
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- [ ] Player hides → enemy loses sight → searches last known location
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- [ ] Combat → enemy uses behavior variant (flanking, cover, rush)
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## Test Adaptive
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- [ ] Player dies frequently → difficulty decreases (fewer enemies, more health)
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- [ ] Player excels → difficulty increases
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- [ ] Stress high → memory drift distortions activate
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- [ ] Scare event triggers → jump scare sound + visual plays
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