fix: Update C++ path references to PG_Framework in documentation

This commit is contained in:
Lefteris Notas
2026-05-21 17:13:27 +03:00
parent 4ae2137179
commit 6132571f8d
4 changed files with 45 additions and 45 deletions

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@@ -3,7 +3,7 @@
> **This file is the pure-Blueprint equivalent of `FL_GameUtilities`.** > **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. > 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 ## Asset Details

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@@ -132,7 +132,7 @@ InvalidState, RequesterNotFound, CooldownActive, VitalThreshold
## Component — BPC_StateManager ## 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 ### Attach to Pawn
1. Open player pawn Blueprint 1. Open player pawn Blueprint

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@@ -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 | | ❌ | **Not Started** — Spec exists but asset not created |
Abbreviations: 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 Spec** = Blueprint specification file exists in `docs/blueprints/`
- **BP Asset** = Blueprint asset to create in UE5 Content Browser - **BP Asset** = Blueprint asset to create in UE5 Content Browser
- **MI Guide** = Manual Implementation Guide (node-by-node) in spec file - **MI Guide** = Manual Implementation Guide (node-by-node) in spec file

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@@ -2,7 +2,7 @@
**Version:** 1.0 | **Generated:** 2026-05-20 | **Systems:** 12 C++ classes | **Pages:** Full per-system setup **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`: In `Source/YourProject/YourProject.Build.cs`:
```csharp ```csharp
PublicDependencyModuleNames.Add("Framework"); PublicDependencyModuleNames.Add("PG_Framework");
``` ```
In `Source/YourProject.Target.cs`: In `Source/YourProject.Target.cs`:
```csharp ```csharp
ExtraModuleNames.Add("Framework"); ExtraModuleNames.Add("PG_Framework");
``` ```
### 2. Verify GameplayTags Plugin ### 2. Verify GameplayTags Plugin
@@ -40,8 +40,8 @@ Before any C++ code compiles usefully, create 11 Data Tables in `Content/Framewo
### C++ Class ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Core/DA_GameTagRegistry.h` | | **Header** | `Source/PG_Framework/Public/Core/DA_GameTagRegistry.h` |
| **Source** | `Source/Framework/Private/Core/DA_GameTagRegistry.cpp` | | **Source** | `Source/PG_Framework/Private/Core/DA_GameTagRegistry.cpp` |
| **Parent** | `UPrimaryDataAsset` | | **Parent** | `UPrimaryDataAsset` |
| **Blueprint Child** | **Not needed** — use directly as a Data Asset instance | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Core/FL_GameUtilities.h` | | **Header** | `Source/PG_Framework/Public/Core/FL_GameUtilities.h` |
| **Source** | `Source/Framework/Private/Core/FL_GameUtilities.cpp` | | **Source** | `Source/PG_Framework/Private/Core/FL_GameUtilities.cpp` |
| **Parent** | `UBlueprintFunctionLibrary` | | **Parent** | `UBlueprintFunctionLibrary` |
| **Blueprint Child** | **None** — static function library, callable from anywhere | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Core/GI_GameFramework.h` | | **Header** | `Source/PG_Framework/Public/Core/GI_GameFramework.h` |
| **Source** | `Source/Framework/Private/Core/GI_GameFramework.cpp` | | **Source** | `Source/PG_Framework/Private/Core/GI_GameFramework.cpp` |
| **Parent** | `UGameInstance` | | **Parent** | `UGameInstance` |
| **Blueprint Child to Create** | `BP_GameFramework` (or use `GI_StarterGameInstance` BP for early prototyping) | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Core/GM_CoreGameMode.h` | | **Header** | `Source/PG_Framework/Public/Core/GM_CoreGameMode.h` |
| **Source** | `Source/Framework/Private/Core/GM_CoreGameMode.cpp` | | **Source** | `Source/PG_Framework/Private/Core/GM_CoreGameMode.cpp` |
| **Parent** | `AGameModeBase` | | **Parent** | `AGameModeBase` |
| **Blueprint Child to Create** | `BP_CoreGameMode` | | **Blueprint Child to Create** | `BP_CoreGameMode` |
@@ -213,8 +213,8 @@ Server-authoritative `HasAuthority()` gates are compile-time checked. Chapter tr
### C++ Class ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Core/GS_CoreGameState.h` | | **Header** | `Source/PG_Framework/Public/Core/GS_CoreGameState.h` |
| **Source** | `Source/Framework/Private/Core/GS_CoreGameState.cpp` | | **Source** | `Source/PG_Framework/Private/Core/GS_CoreGameState.cpp` |
| **Parent** | `AGameStateBase` | | **Parent** | `AGameStateBase` |
| **Blueprint Child to Create** | `BP_CoreGameState` | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Inventory/DA_ItemData.h` | | **Header** | `Source/PG_Framework/Public/Inventory/DA_ItemData.h` |
| **Source** | `Source/Framework/Private/Inventory/DA_ItemData.cpp` | | **Source** | `Source/PG_Framework/Private/Inventory/DA_ItemData.cpp` |
| **Parent** | `UPrimaryDataAsset` | | **Parent** | `UPrimaryDataAsset` |
| **Blueprint Child** | **Not needed** — create Data Asset instances per item | | **Blueprint Child** | **Not needed** — create Data Asset instances per item |
@@ -289,8 +289,8 @@ EItemType Type = Item->ItemType;
### C++ Class ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Inventory/BPC_InventorySystem.h` | | **Header** | `Source/PG_Framework/Public/Inventory/BPC_InventorySystem.h` |
| **Source** | `Source/Framework/Private/Inventory/BPC_InventorySystem.cpp` | | **Source** | `Source/PG_Framework/Private/Inventory/BPC_InventorySystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | **None** — attach C++ component directly to player pawn | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Save/SS_SaveManager.h` | | **Header** | `Source/PG_Framework/Public/Save/SS_SaveManager.h` |
| **Source** | `Source/Framework/Private/Save/SS_SaveManager.cpp` | | **Source** | `Source/PG_Framework/Private/Save/SS_SaveManager.cpp` |
| **Parent** | `UGameInstanceSubsystem` | | **Parent** | `UGameInstanceSubsystem` |
| **Blueprint Child** | **None** — auto-initialized by UE's subsystem system | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h` | | **Header** | `Source/PG_Framework/Public/Weapons/BPC_DamageReceptionSystem.h` |
| **Source** | `Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | **None** — attach to player and enemy pawns | | **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 ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Input/SS_EnhancedInputManager.h` | | **Header** | `Source/PG_Framework/Public/Input/SS_EnhancedInputManager.h` |
| **Source** | `Source/Framework/Private/Input/SS_EnhancedInputManager.cpp` | | **Source** | `Source/PG_Framework/Private/Input/SS_EnhancedInputManager.cpp` |
| **Parent** | `UGameInstanceSubsystem` | | **Parent** | `UGameInstanceSubsystem` |
| **Blueprint Child** | **None** — auto-initialized | | **Blueprint Child** | **None** — auto-initialized |
@@ -485,8 +485,8 @@ Input->OnKeyRebound.AddDynamic(this, &UMyClass::OnKeyRebound);
### C++ Class ### C++ Class
| | | | | |
|---|---| |---|---|
| **Header** | `Source/Framework/Public/Player/BPC_StateManager.h` | | **Header** | `Source/PG_Framework/Public/Player/BPC_StateManager.h` |
| **Source** | `Source/Framework/Private/Player/BPC_StateManager.cpp` | | **Source** | `Source/PG_Framework/Private/Player/BPC_StateManager.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | **None** — attach C++ component directly | | **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` | | **Header** | `Source/PG_Framework/Public/Player/BPC_HealthSystem.h` |
| **Source** | `Source/Framework/Private/Player/BPC_HealthSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Player/BPC_HealthSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | `BPC_HealthSystem` — attach to player pawn, implement health logic | | **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` | | **Header** | `Source/PG_Framework/Public/Player/BPC_StaminaSystem.h` |
| **Source** | `Source/Framework/Private/Player/BPC_StaminaSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Player/BPC_StaminaSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | `BPC_StaminaSystem` — attach to player pawn | | **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` | | **Header** | `Source/PG_Framework/Public/Player/BPC_StressSystem.h` |
| **Source** | `Source/Framework/Private/Player/BPC_StressSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Player/BPC_StressSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | `BPC_StressSystem` — attach to player pawn | | **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` | | **Header** | `Source/PG_Framework/Public/Player/BPC_MovementStateSystem.h` |
| **Source** | `Source/Framework/Private/Player/BPC_MovementStateSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Player/BPC_MovementStateSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | `BPC_MovementStateSystem` — attach to player pawn | | **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` | | **Header** | `Source/PG_Framework/Public/Weapons/BPC_HitReactionSystem.h` |
| **Source** | `Source/Framework/Private/Weapons/BPC_HitReactionSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Weapons/BPC_HitReactionSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | `BPC_HitReactionSystem` — attach to player and enemy pawns | | **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` | | **Header** | `Source/PG_Framework/Public/Weapons/BPC_ShieldDefenseSystem.h` |
| **Source** | `Source/Framework/Private/Weapons/BPC_ShieldDefenseSystem.cpp` | | **Source** | `Source/PG_Framework/Private/Weapons/BPC_ShieldDefenseSystem.cpp` |
| **Parent** | `UActorComponent` | | **Parent** | `UActorComponent` |
| **Blueprint Child to Create** | `BPC_ShieldDefenseSystem` — attach to player pawn | | **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` | | **Header** | `Source/PG_Framework/Public/Inventory/DA_EquipmentConfig.h` |
| **Source** | `Source/Framework/Private/Inventory/DA_EquipmentConfig.cpp` | | **Source** | `Source/PG_Framework/Private/Inventory/DA_EquipmentConfig.cpp` |
| **Parent** | `UPrimaryDataAsset` | | **Parent** | `UPrimaryDataAsset` |
| **Blueprint Child** | **Not needed** — create Data Asset instances per equipment item | | **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` | | **Header** | `Source/PG_Framework/Public/State/DA_StateGatingTable.h` |
| **Source** | `Source/Framework/Private/State/DA_StateGatingTable.cpp` | | **Source** | `Source/PG_Framework/Private/State/DA_StateGatingTable.cpp` |
| **Parent** | `UPrimaryDataAsset` | | **Parent** | `UPrimaryDataAsset` |
| **Blueprint Child** | **Not needed** — create one Data Asset instance with 37 gating rules | | **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.*