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docs/blueprints/06-ui/56_WBP_ScreenEffectController.md
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docs/blueprints/06-ui/56_WBP_ScreenEffectController.md
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# WBP_ScreenEffectController — Widget (Screen Effects)
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**Parent:** `UUserWidget`
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**Used by:** `WBP_HUDController`, `BPC_HealthSystem`, `BPC_StressSystem`
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**Depends On:** `WBP_HUDController`
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---
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### Purpose
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Full-screen overlay for damage vignettes, jump scare flashes, stress distortion, and post-process material effects.
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### Variables
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| Name | Type | Description |
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|------|------|-------------|
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| `DamageVignetteImage` | `Image` | Red vignette overlay |
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| `FlashImage` | `Image` | White flash for jump scares |
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| `StressDistortionMaterial` | `MaterialInstanceDynamic` | Screen distortion MID |
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| `DamageAnim` | `WidgetAnimation` | Fade in/out damage vignette |
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| `JumpScareAnim` | `WidgetAnimation` | Quick white flash + fade |
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| `StressAnim` | `WidgetAnimation` | Distortion intensity pulse |
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| `bIsFlashing` | Bool | Prevent double-trigger |
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### Functions
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| Name | Inputs | Outputs | Description |
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|------|--------|---------|-------------|
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| `TriggerDamageFlash` | Intensity: Float (0-1) | — | Set DamageVignette opacity, play DamageAnim |
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| `TriggerJumpScareFlash` | — | — | Play JumpScareAnim, prevent re-trigger during flash |
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| `SetStressDistortion` | Amount: Float (0-1) | — | Set scalar param on StressDistortionMaterial |
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| `ClearEffects` | — | — | Reset all overlays to 0 opacity |
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### Communications With
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| Target System | Method | Why |
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|--------------|--------|-----|
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| [`WBP_HUDController`](WBP_HUDController.md) | Parent reference | Routing damage/stress events |
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| [`BPC_HealthSystem`](../02-player/08_BPC_HealthSystem.md) | Dispatcher | Damage flash triggers |
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| [`BPC_StressSystem`](../02-player/10_BPC_StressSystem.md) | Dispatcher | Stress distortion |
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### Reuse Notes
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- Reusable VFX overlay; the same widget handles damage, stress, and jump scares without duplication
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- Split from original bundled `36_WBP_MenuWidgets.md` per Clean Slate refactoring plan
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