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
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# Meta, Settings & Polish — Asset Creation Sheet (13 assets)
> **UE5 Path:** `Content/Framework/Achievements/`, `Content/Framework/Settings/`, `Content/Framework/Polish/`
---
## Meta (11-meta — 2 assets)
### BPC_ProgressStatTracker
**Attach to:** Player pawn
| Variable | Type | Default |
|----------|------|---------|
| `TotalPlaytime` | Float | `0.0` |
| `TotalKills` | Integer | `0` |
| `TotalDeaths` | Integer | `0` |
| `CollectiblesFound` | Integer | `0` |
| `EndingsUnlocked` | `Array<GameplayTag>` | Empty |
| `DifficultyCompleted` | `Array<GameplayTag>` | Empty |
### SS_AchievementSystem
**Parent:** `GameInstanceSubsystem` — auto-created by GameInstance
| Variable | Type |
|----------|------|
| `UnlockedAchievements` | `Array<GameplayTag>` |
| `PendingNotifications` | `Array<GameplayTag>` |
**UnlockAchievement(Tag):** → Check platform API → if not already unlocked → unlock → show toast → save
---
## Settings (12-settings — 2 assets)
### BPC_AccessibilitySettings
**Attach to:** Player pawn
| Variable | Type | Default |
|----------|------|---------|
| `bSubtitlesEnabled` | Boolean | `true` |
| `SubtitleSize` | Float | `1.0` |
| `ColorblindMode` | Integer | `0` |
| `bAimAssist` | Boolean | `true` |
| `AimAssistStrength` | Float | `0.5` |
| `DifficultyLevel` | Integer | `2` |
### SS_SettingsSystem
**Parent:** `GameInstanceSubsystem` — auto-created
| Variable | Type |
|----------|------|
| `VideoSettings` | `S_VideoSettings` |
| `AudioSettings` | `S_AudioSettings` |
| `ControlSettings` | `S_ControlSettings` |
| `AccessibilitySettings` | `S_AccessibilitySettings` |
**ApplyAndSave():** → Write to config file → broadcast OnSettingsApplied
---
## Polish (13-polish — 9 assets)
### Components
| Component | Purpose |
|-----------|---------|
| `BPC_AnalyticsTracker` | Event tracking, session metrics, telemetry |
| `BPC_DevCheatManager` | God mode, noclip, give item, teleport |
| `BPC_ErrorHandler` | Crash logging, error display, recovery |
| `BPC_FPSCounter` | FPS display, min/max/avg tracking |
| `BPC_LoadingScreen` | Progress bar, tips, background |
| `BPC_TutorialSystem` | Contextual prompts, progression, dismiss |
### Widgets
| Widget | Purpose |
|--------|---------|
| `WBP_CreditsScreen` | Auto-scroll credits, skip, post-credit scene |
| `WBP_DebugMenu` | State viewer, log, performance, cheats |
| `WBP_SplashScreen` | Studio/engine logo, skip |
---
## Data Assets — Remaining (14-data-assets — 16 total)
Create Data Asset instances (not Blueprint children) for all content definitions.
| Asset | Purpose | Key Properties |
|-------|---------|---------------|
| `DA_AdaptationRule` | Difficulty adaptation | MetricThreshold, Action, ScaleFactor |
| `DA_AtmosphereProfile` | Room atmosphere | AudioLayer, LightSettings, FogSettings, PostProcess |
| `DA_BehaviourVariant` | AI behavior | AttackPattern, PatrolStyle, AggressionLevel |
| `DA_EncounterData` | Enemy group | EnemyTypes, SpawnRules, DifficultyTier |
| `DA_EquipmentConfig` | Weapon/armor stats | DamageTypeResistances, Durability, Weight |
| `DA_HapticProfile` | Force feedback | RumblePattern, Intensity, Duration |
| `DA_InteractionData` | Interaction def | PromptText, Duration, Icon, Conditions |
| `DA_ObjectiveData` | Quest def | Title, Description, Prerequisites, Rewards |
| `DA_PuzzleData` | Puzzle def | Solution, Steps, Hints, Rewards |
| `DA_RareEvent` | Rare event | Weight, Conditions, Effects, Cooldown |
| `DA_RoomMutation` | Room change | LayoutChange, ObjectSwap, LightChange |
| `DA_ScareEvent` | Scare def | Type, Anticipation, Payoff, Recovery |
| `DA_InputMappingProfile` | Per-platform bindings | PC/Xbox/PS5 key arrays |
| `DA_AudioSettings` | Audio config | Bus volumes, ducking, pool limits |
| `DA_RoomAcousticPreset` | Room acoustics | Reverb, Occlusion, Reflection (7 presets) |
### How to Create Each Data Asset
1. Right-click → **Miscellaneous → Data Asset**
2. Class: `DA_{Type}` (if C++) or `PrimaryDataAsset`
3. Name: `DA_{Type}_{Name}` (e.g. `DA_ObjectiveData_Chapter1_FindKey`)
4. Fill properties per the spec file in `docs/blueprints/14-data-assets/`
---
## Test Meta/Settings/Polish
- [ ] Unlock achievement → toast notification appears → saved to platform
- [ ] Change settings → persist after restart
- [ ] Press F1 → debug menu opens
- [ ] Loading screen shows between levels with progress bar
- [ ] Tutorial popups appear for first-time actions