fix: Update C++ path references to PG_Framework in documentation
This commit is contained in:
@@ -2,7 +2,7 @@
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**Version:** 1.0 | **Generated:** 2026-05-20 | **Systems:** 12 C++ classes | **Pages:** Full per-system setup
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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.
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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.
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---
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@@ -12,12 +12,12 @@ This guide covers every C++ class in `Source/Framework/`. For each system: what
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In `Source/YourProject/YourProject.Build.cs`:
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```csharp
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PublicDependencyModuleNames.Add("Framework");
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PublicDependencyModuleNames.Add("PG_Framework");
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```
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In `Source/YourProject.Target.cs`:
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```csharp
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ExtraModuleNames.Add("Framework");
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ExtraModuleNames.Add("PG_Framework");
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```
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### 2. Verify GameplayTags Plugin
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@@ -40,8 +40,8 @@ Before any C++ code compiles usefully, create 11 Data Tables in `Content/Framewo
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### C++ Class
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| **Header** | `Source/Framework/Public/Core/DA_GameTagRegistry.h` |
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| **Source** | `Source/Framework/Private/Core/DA_GameTagRegistry.cpp` |
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| **Header** | `Source/PG_Framework/Public/Core/DA_GameTagRegistry.h` |
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| **Source** | `Source/PG_Framework/Private/Core/DA_GameTagRegistry.cpp` |
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| **Parent** | `UPrimaryDataAsset` |
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| **Blueprint Child** | **Not needed** — use directly as a Data Asset instance |
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@@ -81,8 +81,8 @@ The BP version required nested `ForEachLoop` over 11 Data Tables. C++ calls `UGa
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### C++ Class
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| **Header** | `Source/Framework/Public/Core/FL_GameUtilities.h` |
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| **Source** | `Source/Framework/Private/Core/FL_GameUtilities.cpp` |
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| **Header** | `Source/PG_Framework/Public/Core/FL_GameUtilities.h` |
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| **Source** | `Source/PG_Framework/Private/Core/FL_GameUtilities.cpp` |
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| **Parent** | `UBlueprintFunctionLibrary` |
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| **Blueprint Child** | **None** — static function library, callable from anywhere |
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@@ -115,8 +115,8 @@ Replaces "Get Game Instance → Get Subsystem(Class)" chains everywhere with one
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### C++ Class
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| **Header** | `Source/Framework/Public/Core/GI_GameFramework.h` |
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| **Source** | `Source/Framework/Private/Core/GI_GameFramework.cpp` |
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| **Header** | `Source/PG_Framework/Public/Core/GI_GameFramework.h` |
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| **Source** | `Source/PG_Framework/Private/Core/GI_GameFramework.cpp` |
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| **Parent** | `UGameInstance` |
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| **Blueprint Child to Create** | `BP_GameFramework` (or use `GI_StarterGameInstance` BP for early prototyping) |
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@@ -168,8 +168,8 @@ When ready for the full GameInstance:
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### C++ Class
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| **Header** | `Source/Framework/Public/Core/GM_CoreGameMode.h` |
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| **Source** | `Source/Framework/Private/Core/GM_CoreGameMode.cpp` |
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| **Header** | `Source/PG_Framework/Public/Core/GM_CoreGameMode.h` |
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| **Source** | `Source/PG_Framework/Private/Core/GM_CoreGameMode.cpp` |
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| **Parent** | `AGameModeBase` |
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| **Blueprint Child to Create** | `BP_CoreGameMode` |
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@@ -213,8 +213,8 @@ Server-authoritative `HasAuthority()` gates are compile-time checked. Chapter tr
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### C++ Class
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| **Header** | `Source/Framework/Public/Core/GS_CoreGameState.h` |
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| **Source** | `Source/Framework/Private/Core/GS_CoreGameState.cpp` |
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| **Header** | `Source/PG_Framework/Public/Core/GS_CoreGameState.h` |
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| **Source** | `Source/PG_Framework/Private/Core/GS_CoreGameState.cpp` |
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| **Parent** | `AGameStateBase` |
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| **Blueprint Child to Create** | `BP_CoreGameState` |
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@@ -244,8 +244,8 @@ All 5 variables are fully replicated with `OnRep_` handlers. UI widgets bind to
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### C++ Class
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| **Header** | `Source/Framework/Public/Inventory/DA_ItemData.h` |
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| **Source** | `Source/Framework/Private/Inventory/DA_ItemData.cpp` |
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| **Header** | `Source/PG_Framework/Public/Inventory/DA_ItemData.h` |
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| **Source** | `Source/PG_Framework/Private/Inventory/DA_ItemData.cpp` |
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| **Parent** | `UPrimaryDataAsset` |
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| **Blueprint Child** | **Not needed** — create Data Asset instances per item |
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@@ -289,8 +289,8 @@ EItemType Type = Item->ItemType;
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### C++ Class
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| **Header** | `Source/Framework/Public/Inventory/BPC_InventorySystem.h` |
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| **Source** | `Source/Framework/Private/Inventory/BPC_InventorySystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h` |
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| **Source** | `Source/PG_Framework/Private/Inventory/BPC_InventorySystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | **None** — attach C++ component directly to player pawn |
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@@ -340,8 +340,8 @@ Inv->OnWeightChanged.AddDynamic(this, &UWBP_InventoryMenu::UpdateWeightBar);
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### C++ Class
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| **Header** | `Source/Framework/Public/Save/SS_SaveManager.h` |
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| **Source** | `Source/Framework/Private/Save/SS_SaveManager.cpp` |
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| **Header** | `Source/PG_Framework/Public/Save/SS_SaveManager.h` |
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| **Source** | `Source/PG_Framework/Private/Save/SS_SaveManager.cpp` |
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| **Parent** | `UGameInstanceSubsystem` |
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| **Blueprint Child** | **None** — auto-initialized by UE's subsystem system |
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@@ -390,8 +390,8 @@ C++ uses `FArchive` for direct binary serialization. BP `Save Game`/`Load Game`
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### C++ Class
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| **Header** | `Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h` |
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| **Source** | `Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | **None** — attach to player and enemy pawns |
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@@ -433,8 +433,8 @@ The damage pipeline (resistance → multiplier → flat reduction → shield →
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### C++ Class
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| **Header** | `Source/Framework/Public/Input/SS_EnhancedInputManager.h` |
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| **Source** | `Source/Framework/Private/Input/SS_EnhancedInputManager.cpp` |
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| **Header** | `Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h` |
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| **Source** | `Source/PG_Framework/Private/Input/SS_EnhancedInputManager.cpp` |
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| **Parent** | `UGameInstanceSubsystem` |
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| **Blueprint Child** | **None** — auto-initialized |
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@@ -485,8 +485,8 @@ Input->OnKeyRebound.AddDynamic(this, &UMyClass::OnKeyRebound);
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### C++ Class
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| **Header** | `Source/Framework/Public/Player/BPC_StateManager.h` |
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| **Source** | `Source/Framework/Private/Player/BPC_StateManager.cpp` |
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| **Header** | `Source/PG_Framework/Public/Player/BPC_StateManager.h` |
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| **Source** | `Source/PG_Framework/Private/Player/BPC_StateManager.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | **None** — attach C++ component directly |
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@@ -551,8 +551,8 @@ These 10 classes are **forward-declared** in existing C++ headers as `TObjectPtr
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| **Header** | `Source/Framework/Public/Player/BPC_HealthSystem.h` |
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| **Source** | `Source/Framework/Private/Player/BPC_HealthSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Player/BPC_HealthSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Player/BPC_HealthSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | `BPC_HealthSystem` — attach to player pawn, implement health logic |
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@@ -562,8 +562,8 @@ Provides `CurrentHealth`, `MaxHealth`, `OnHealthChanged` dispatcher, `OnDeath` d
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| **Header** | `Source/Framework/Public/Player/BPC_StaminaSystem.h` |
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| **Source** | `Source/Framework/Private/Player/BPC_StaminaSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Player/BPC_StaminaSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Player/BPC_StaminaSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | `BPC_StaminaSystem` — attach to player pawn |
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@@ -573,8 +573,8 @@ Provides `CurrentStamina`, `MaxStamina`, `OnExhaustionStateChanged` dispatcher.
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| **Header** | `Source/Framework/Public/Player/BPC_StressSystem.h` |
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| **Source** | `Source/Framework/Private/Player/BPC_StressSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Player/BPC_StressSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Player/BPC_StressSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | `BPC_StressSystem` — attach to player pawn |
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@@ -584,8 +584,8 @@ Provides `EStressTier` enum (Calm → Catatonic), `StressTier` property, `OnStre
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| **Header** | `Source/Framework/Public/Player/BPC_MovementStateSystem.h` |
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| **Source** | `Source/Framework/Private/Player/BPC_MovementStateSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Player/BPC_MovementStateSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | `BPC_MovementStateSystem` — attach to player pawn |
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@@ -606,8 +606,8 @@ Minimal stubs. Referenced as `TSubclassOf<>` in `GM_CoreGameMode` (05). Set your
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| **Header** | `Source/Framework/Public/Weapons/BPC_HitReactionSystem.h` |
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| **Source** | `Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Weapons/BPC_HitReactionSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | `BPC_HitReactionSystem` — attach to player and enemy pawns |
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@@ -617,8 +617,8 @@ Provides `PlayHitReaction()` stub, `FlinchThreshold`, `RagdollThreshold`. Refere
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| **Header** | `Source/Framework/Public/Weapons/BPC_ShieldDefenseSystem.h` |
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| **Source** | `Source/Framework/Private/Weapons/BPC_ShieldDefenseSystem.cpp` |
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| **Header** | `Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h` |
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| **Source** | `Source/PG_Framework/Private/Weapons/BPC_ShieldDefenseSystem.cpp` |
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| **Parent** | `UActorComponent` |
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| **Blueprint Child to Create** | `BPC_ShieldDefenseSystem` — attach to player pawn |
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@@ -628,8 +628,8 @@ Provides `ShieldHealth`, `MaxShieldHealth`, `BlockAngle`, `bShieldBroken`. Refer
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| **Header** | `Source/Framework/Public/Inventory/DA_EquipmentConfig.h` |
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| **Source** | `Source/Framework/Private/Inventory/DA_EquipmentConfig.cpp` |
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| **Header** | `Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h` |
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| **Source** | `Source/PG_Framework/Private/Inventory/DA_EquipmentConfig.cpp` |
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| **Parent** | `UPrimaryDataAsset` |
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| **Blueprint Child** | **Not needed** — create Data Asset instances per equipment item |
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@@ -639,8 +639,8 @@ Provides `FDamageTypeResistance` struct array, `Durability`, `Weight`, `GetResis
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| **Header** | `Source/Framework/Public/State/DA_StateGatingTable.h` |
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| **Source** | `Source/Framework/Private/State/DA_StateGatingTable.cpp` |
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| **Header** | `Source/PG_Framework/Public/State/DA_StateGatingTable.h` |
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| **Source** | `Source/PG_Framework/Private/State/DA_StateGatingTable.cpp` |
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| **Parent** | `UPrimaryDataAsset` |
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| **Blueprint Child** | **Not needed** — create one Data Asset instance with 37 gating rules |
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@@ -752,4 +752,4 @@ All `BPC_*` specs except the 4 fully converted C++ classes (InventorySystem, Dam
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---
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*C++ Integration Guide v1.0 — Companion to Source/Framework/ source files.*
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*C++ Integration Guide v1.0 — Companion to Source/PG_Framework/ source files.*
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