From 6132571f8dab7640e328b0888b2e16a6c6ea2ee1 Mon Sep 17 00:00:00 2001 From: Lefteris Notas Date: Thu, 21 May 2026 17:13:27 +0300 Subject: [PATCH] fix: Update C++ path references to PG_Framework in documentation --- .../01-core/02a_ML_GameUtilities.md | 2 +- .../16-state/StateAssets_All.asset.md | 2 +- docs/checklists/cpp-blueprint-status.md | 2 +- docs/developer/cpp-integration-guide.md | 84 +++++++++---------- 4 files changed, 45 insertions(+), 45 deletions(-) diff --git a/docs/blueprints/01-core/02a_ML_GameUtilities.md b/docs/blueprints/01-core/02a_ML_GameUtilities.md index 2d1858e..5343820 100644 --- a/docs/blueprints/01-core/02a_ML_GameUtilities.md +++ b/docs/blueprints/01-core/02a_ML_GameUtilities.md @@ -3,7 +3,7 @@ > **This file is the pure-Blueprint equivalent of `FL_GameUtilities`.** > Every function from the C++ Function Library is re-implemented as a Blueprint Macro Library macro using only engine-provided Blueprint nodes. No C++ compilation required. > -> **C++ counterpart:** [`02_FL_GameUtilities.md`](02_FL_GameUtilities.md) | [`FL_GameUtilities.h`](../../Source/Framework/Public/Core/FL_GameUtilities.h) +> **C++ counterpart:** [`02_FL_GameUtilities.md`](02_FL_GameUtilities.md) | [`FL_GameUtilities.h`](../../Source/PG_Framework/Public/Core/FL_GameUtilities.h) ## Asset Details diff --git a/docs/blueprints/16-state/StateAssets_All.asset.md b/docs/blueprints/16-state/StateAssets_All.asset.md index c0b2475..47182ff 100644 --- a/docs/blueprints/16-state/StateAssets_All.asset.md +++ b/docs/blueprints/16-state/StateAssets_All.asset.md @@ -132,7 +132,7 @@ InvalidState, RequesterNotFound, CooldownActive, VitalThreshold ## Component — BPC_StateManager -Already covered in C++ (`Source/Framework/Public/Player/BPC_StateManager.h`). +Already covered in C++ (`Source/PG_Framework/Public/Player/BPC_StateManager.h`). ### Attach to Pawn 1. Open player pawn Blueprint diff --git a/docs/checklists/cpp-blueprint-status.md b/docs/checklists/cpp-blueprint-status.md index b27b11e..64e2dd7 100644 --- a/docs/checklists/cpp-blueprint-status.md +++ b/docs/checklists/cpp-blueprint-status.md @@ -17,7 +17,7 @@ Complete status grid for every system in the UE5 Modular Game Framework. Use thi | ❌ | **Not Started** — Spec exists but asset not created | Abbreviations: -- **C++ H/CPP** = C++ header and source files exist in `Source/Framework/` +- **C++ H/CPP** = C++ header and source files exist in `Source/PG_Framework/` - **BP Spec** = Blueprint specification file exists in `docs/blueprints/` - **BP Asset** = Blueprint asset to create in UE5 Content Browser - **MI Guide** = Manual Implementation Guide (node-by-node) in spec file diff --git a/docs/developer/cpp-integration-guide.md b/docs/developer/cpp-integration-guide.md index f234ac9..6e37bf1 100644 --- a/docs/developer/cpp-integration-guide.md +++ b/docs/developer/cpp-integration-guide.md @@ -2,7 +2,7 @@ **Version:** 1.0 | **Generated:** 2026-05-20 | **Systems:** 12 C++ classes | **Pages:** Full per-system setup -This guide covers every C++ class in `Source/Framework/`. For each system: what Blueprint child to create, what Project Settings to change, what assets to assign, and how other systems call into it. +This guide covers every C++ class in `Source/PG_Framework/`. For each system: what Blueprint child to create, what Project Settings to change, what assets to assign, and how other systems call into it. --- @@ -12,12 +12,12 @@ This guide covers every C++ class in `Source/Framework/`. For each system: what In `Source/YourProject/YourProject.Build.cs`: ```csharp -PublicDependencyModuleNames.Add("Framework"); +PublicDependencyModuleNames.Add("PG_Framework"); ``` In `Source/YourProject.Target.cs`: ```csharp -ExtraModuleNames.Add("Framework"); +ExtraModuleNames.Add("PG_Framework"); ``` ### 2. Verify GameplayTags Plugin @@ -40,8 +40,8 @@ Before any C++ code compiles usefully, create 11 Data Tables in `Content/Framewo ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Core/DA_GameTagRegistry.h` | -| **Source** | `Source/Framework/Private/Core/DA_GameTagRegistry.cpp` | +| **Header** | `Source/PG_Framework/Public/Core/DA_GameTagRegistry.h` | +| **Source** | `Source/PG_Framework/Private/Core/DA_GameTagRegistry.cpp` | | **Parent** | `UPrimaryDataAsset` | | **Blueprint Child** | **Not needed** — use directly as a Data Asset instance | @@ -81,8 +81,8 @@ The BP version required nested `ForEachLoop` over 11 Data Tables. C++ calls `UGa ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Core/FL_GameUtilities.h` | -| **Source** | `Source/Framework/Private/Core/FL_GameUtilities.cpp` | +| **Header** | `Source/PG_Framework/Public/Core/FL_GameUtilities.h` | +| **Source** | `Source/PG_Framework/Private/Core/FL_GameUtilities.cpp` | | **Parent** | `UBlueprintFunctionLibrary` | | **Blueprint Child** | **None** — static function library, callable from anywhere | @@ -115,8 +115,8 @@ Replaces "Get Game Instance → Get Subsystem(Class)" chains everywhere with one ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Core/GI_GameFramework.h` | -| **Source** | `Source/Framework/Private/Core/GI_GameFramework.cpp` | +| **Header** | `Source/PG_Framework/Public/Core/GI_GameFramework.h` | +| **Source** | `Source/PG_Framework/Private/Core/GI_GameFramework.cpp` | | **Parent** | `UGameInstance` | | **Blueprint Child to Create** | `BP_GameFramework` (or use `GI_StarterGameInstance` BP for early prototyping) | @@ -168,8 +168,8 @@ When ready for the full GameInstance: ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Core/GM_CoreGameMode.h` | -| **Source** | `Source/Framework/Private/Core/GM_CoreGameMode.cpp` | +| **Header** | `Source/PG_Framework/Public/Core/GM_CoreGameMode.h` | +| **Source** | `Source/PG_Framework/Private/Core/GM_CoreGameMode.cpp` | | **Parent** | `AGameModeBase` | | **Blueprint Child to Create** | `BP_CoreGameMode` | @@ -213,8 +213,8 @@ Server-authoritative `HasAuthority()` gates are compile-time checked. Chapter tr ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Core/GS_CoreGameState.h` | -| **Source** | `Source/Framework/Private/Core/GS_CoreGameState.cpp` | +| **Header** | `Source/PG_Framework/Public/Core/GS_CoreGameState.h` | +| **Source** | `Source/PG_Framework/Private/Core/GS_CoreGameState.cpp` | | **Parent** | `AGameStateBase` | | **Blueprint Child to Create** | `BP_CoreGameState` | @@ -244,8 +244,8 @@ All 5 variables are fully replicated with `OnRep_` handlers. UI widgets bind to ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Inventory/DA_ItemData.h` | -| **Source** | `Source/Framework/Private/Inventory/DA_ItemData.cpp` | +| **Header** | `Source/PG_Framework/Public/Inventory/DA_ItemData.h` | +| **Source** | `Source/PG_Framework/Private/Inventory/DA_ItemData.cpp` | | **Parent** | `UPrimaryDataAsset` | | **Blueprint Child** | **Not needed** — create Data Asset instances per item | @@ -289,8 +289,8 @@ EItemType Type = Item->ItemType; ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Inventory/BPC_InventorySystem.h` | -| **Source** | `Source/Framework/Private/Inventory/BPC_InventorySystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h` | +| **Source** | `Source/PG_Framework/Private/Inventory/BPC_InventorySystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | **None** — attach C++ component directly to player pawn | @@ -340,8 +340,8 @@ Inv->OnWeightChanged.AddDynamic(this, &UWBP_InventoryMenu::UpdateWeightBar); ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Save/SS_SaveManager.h` | -| **Source** | `Source/Framework/Private/Save/SS_SaveManager.cpp` | +| **Header** | `Source/PG_Framework/Public/Save/SS_SaveManager.h` | +| **Source** | `Source/PG_Framework/Private/Save/SS_SaveManager.cpp` | | **Parent** | `UGameInstanceSubsystem` | | **Blueprint Child** | **None** — auto-initialized by UE's subsystem system | @@ -390,8 +390,8 @@ C++ uses `FArchive` for direct binary serialization. BP `Save Game`/`Load Game` ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h` | -| **Source** | `Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h` | +| **Source** | `Source/PG_Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | **None** — attach to player and enemy pawns | @@ -433,8 +433,8 @@ The damage pipeline (resistance → multiplier → flat reduction → shield → ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Input/SS_EnhancedInputManager.h` | -| **Source** | `Source/Framework/Private/Input/SS_EnhancedInputManager.cpp` | +| **Header** | `Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h` | +| **Source** | `Source/PG_Framework/Private/Input/SS_EnhancedInputManager.cpp` | | **Parent** | `UGameInstanceSubsystem` | | **Blueprint Child** | **None** — auto-initialized | @@ -485,8 +485,8 @@ Input->OnKeyRebound.AddDynamic(this, &UMyClass::OnKeyRebound); ### C++ Class | | | |---|---| -| **Header** | `Source/Framework/Public/Player/BPC_StateManager.h` | -| **Source** | `Source/Framework/Private/Player/BPC_StateManager.cpp` | +| **Header** | `Source/PG_Framework/Public/Player/BPC_StateManager.h` | +| **Source** | `Source/PG_Framework/Private/Player/BPC_StateManager.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | **None** — attach C++ component directly | @@ -551,8 +551,8 @@ These 10 classes are **forward-declared** in existing C++ headers as `TObjectPtr | | | |---|---| -| **Header** | `Source/Framework/Public/Player/BPC_HealthSystem.h` | -| **Source** | `Source/Framework/Private/Player/BPC_HealthSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Player/BPC_HealthSystem.h` | +| **Source** | `Source/PG_Framework/Private/Player/BPC_HealthSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | `BPC_HealthSystem` — attach to player pawn, implement health logic | @@ -562,8 +562,8 @@ Provides `CurrentHealth`, `MaxHealth`, `OnHealthChanged` dispatcher, `OnDeath` d | | | |---|---| -| **Header** | `Source/Framework/Public/Player/BPC_StaminaSystem.h` | -| **Source** | `Source/Framework/Private/Player/BPC_StaminaSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Player/BPC_StaminaSystem.h` | +| **Source** | `Source/PG_Framework/Private/Player/BPC_StaminaSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | `BPC_StaminaSystem` — attach to player pawn | @@ -573,8 +573,8 @@ Provides `CurrentStamina`, `MaxStamina`, `OnExhaustionStateChanged` dispatcher. | | | |---|---| -| **Header** | `Source/Framework/Public/Player/BPC_StressSystem.h` | -| **Source** | `Source/Framework/Private/Player/BPC_StressSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Player/BPC_StressSystem.h` | +| **Source** | `Source/PG_Framework/Private/Player/BPC_StressSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | `BPC_StressSystem` — attach to player pawn | @@ -584,8 +584,8 @@ Provides `EStressTier` enum (Calm → Catatonic), `StressTier` property, `OnStre | | | |---|---| -| **Header** | `Source/Framework/Public/Player/BPC_MovementStateSystem.h` | -| **Source** | `Source/Framework/Private/Player/BPC_MovementStateSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h` | +| **Source** | `Source/PG_Framework/Private/Player/BPC_MovementStateSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | `BPC_MovementStateSystem` — attach to player pawn | @@ -606,8 +606,8 @@ Minimal stubs. Referenced as `TSubclassOf<>` in `GM_CoreGameMode` (05). Set your | | | |---|---| -| **Header** | `Source/Framework/Public/Weapons/BPC_HitReactionSystem.h` | -| **Source** | `Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h` | +| **Source** | `Source/PG_Framework/Private/Weapons/BPC_HitReactionSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | `BPC_HitReactionSystem` — attach to player and enemy pawns | @@ -617,8 +617,8 @@ Provides `PlayHitReaction()` stub, `FlinchThreshold`, `RagdollThreshold`. Refere | | | |---|---| -| **Header** | `Source/Framework/Public/Weapons/BPC_ShieldDefenseSystem.h` | -| **Source** | `Source/Framework/Private/Weapons/BPC_ShieldDefenseSystem.cpp` | +| **Header** | `Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h` | +| **Source** | `Source/PG_Framework/Private/Weapons/BPC_ShieldDefenseSystem.cpp` | | **Parent** | `UActorComponent` | | **Blueprint Child to Create** | `BPC_ShieldDefenseSystem` — attach to player pawn | @@ -628,8 +628,8 @@ Provides `ShieldHealth`, `MaxShieldHealth`, `BlockAngle`, `bShieldBroken`. Refer | | | |---|---| -| **Header** | `Source/Framework/Public/Inventory/DA_EquipmentConfig.h` | -| **Source** | `Source/Framework/Private/Inventory/DA_EquipmentConfig.cpp` | +| **Header** | `Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h` | +| **Source** | `Source/PG_Framework/Private/Inventory/DA_EquipmentConfig.cpp` | | **Parent** | `UPrimaryDataAsset` | | **Blueprint Child** | **Not needed** — create Data Asset instances per equipment item | @@ -639,8 +639,8 @@ Provides `FDamageTypeResistance` struct array, `Durability`, `Weight`, `GetResis | | | |---|---| -| **Header** | `Source/Framework/Public/State/DA_StateGatingTable.h` | -| **Source** | `Source/Framework/Private/State/DA_StateGatingTable.cpp` | +| **Header** | `Source/PG_Framework/Public/State/DA_StateGatingTable.h` | +| **Source** | `Source/PG_Framework/Private/State/DA_StateGatingTable.cpp` | | **Parent** | `UPrimaryDataAsset` | | **Blueprint Child** | **Not needed** — create one Data Asset instance with 37 gating rules | @@ -752,4 +752,4 @@ All `BPC_*` specs except the 4 fully converted C++ classes (InventorySystem, Dam --- -*C++ Integration Guide v1.0 — Companion to Source/Framework/ source files.* +*C++ Integration Guide v1.0 — Companion to Source/PG_Framework/ source files.*