docs: update README and UE5_Modular_Game_Framework.md to reflect changes in Blueprint systems and C++ class counts; add details for Planar Capture System

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Lefteris Notas
2026-05-22 16:29:32 +03:00
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2 changed files with 198 additions and 12 deletions

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**A complete Blueprint architecture for first-person narrative horror games — and beyond.**
This is a production-ready, modular game framework for Unreal Engine 5.55.7. It provides 135 self-contained Blueprint systems across 16 categories, plus a fully documented example game prototype ("Project Void"). Built Blueprint-first with 22 supporting C++ classes for performance-critical paths.
This is a production-ready, modular game framework for Unreal Engine 5.55.7. It provides 147 self-contained Blueprint systems across 17 categories, plus a fully documented example game prototype ("Project Void"). Built Blueprint-first with 27 supporting C++ classes for performance-critical paths.
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@@ -50,6 +50,9 @@ Server-authoritative replication model. All state mutations gated by `HasAuthori
### State Management
Central State Manager (42 exclusive action states + 18 overlay states). All systems query `IsActionPermitted(Tag)` instead of checking other systems directly. Gating rules configured in a designer-editable Data Asset (no Blueprint changes needed). Force Stack pattern for death/cutscenes/void space. GASP liaison for movementaction state mapping. Vital signal tracking (Normal Critical).
### Planar Capture System (Phase 17)
Unified rendering pipeline for mirrors, portals, monitors, and horror surfaces. C++ core with Blueprint designer-interface. World Subsystem quality budget manager with 5-tier automatic quality scaling (Off Low/256px/4fps Medium/512px/15fps High/1024px/30fps Hero/2048px/60fps). Horror features: wrong-reflection actor swap, delayed frame ring buffer, 10-parameter MPC steam/dirt/darkness/text reveal material system. Render target pool with automatic reuse. Blueprint children: BP_Mirror, BP_Portal, BP_Monitor, BP_HorrorMirror, BP_FakeWindow. Integrates with scare events, audio manager, and state manager.
### Polish & Tooling
Tutorial system with contextual triggers, Loading screen with tips & progress, Credits screen, Analytics tracker (opt-in), Developer Cheat Manager (god mode, noclip, teleport, give item), Error Handler with crash recovery, FPS counter, Debug Menu (state viewer, AI debug, performance, audio).
@@ -70,6 +73,15 @@ A complete psychological horror FPS prototype demonstrating every system. Set in
- 6 atmosphere profiles with room audio zones
- 6 scare events with anticipation/payoff/recovery cycles
- Void space alternate-reality death system
- 8 planar capture surfaces (mirrors, horror mirrors, security monitors, void portals, fake windows) with automatic quality scaling
- 18 pickup items (weapons, tools, consumables, keys, documents, collectibles)
- 4 held weapons (pistol, shotgun, flashlight, crowbar)
- 3 enemy types with full AI (Patient, Orderly, Void Shade)
- 4 main objectives + 3 side objectives with branching narrative
- 3 endings determined by player choices, collectibles, sanity, and playstyle
- 6 atmosphere profiles with room audio zones
- 6 scare events with anticipation/payoff/recovery cycles
- Void space alternate-reality death system
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@@ -91,6 +103,7 @@ A complete psychological horror FPS prototype demonstrating every system. Set in
| **Find Blueprint-only workarounds** | [`docs/architecture/blueprint-limitations-workarounds.md`](docs/architecture/blueprint-limitations-workarounds.md) |
| **See the HUD architecture** | [`docs/architecture/hud-overview.md`](docs/architecture/hud-overview.md) |
| **See the audio architecture** | [`docs/architecture/metasounds-audio-system.md`](docs/architecture/metasounds-audio-system.md) |
| **See the planar capture system** | [`docs/architecture/planar-capture-system.md`](docs/architecture/planar-capture-system.md) |
| **See C++/BP implementation status** | [`docs/checklists/cpp-blueprint-status.md`](docs/checklists/cpp-blueprint-status.md) |
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@@ -98,7 +111,7 @@ A complete psychological horror FPS prototype demonstrating every system. Set in
## Tech Stack
- **Engine:** Unreal Engine 5.55.7
- **Scripting:** Blueprint-Only (with 22 C++ support classes)
- **Scripting:** Blueprint-Only (with 27 C++ support classes)
- **Locomotion:** GASP (Ground Animation Strafing Platform) read-only, extended via notifies
- **Input:** Enhanced Input System 30+ Input Actions, stack-based context switching
- **Assets:** `UPrimaryDataAsset` for all content definitions
@@ -113,20 +126,24 @@ A complete psychological horror FPS prototype demonstrating every system. Set in
| What | How Many |
|------|:--------:|
| Blueprint system specs | 135 |
| C++ classes | 22 |
| Blueprint system specs | 147 |
| C++ classes | 27 |
| Widget Blueprints | 14 |
| Blueprint Components | 80 |
| Blueprint Actors | 11 |
| Blueprint Actors | 16 |
| Data Assets | 19 |
| Game Instance Subsystems | 7 |
| World Subsystems | 1 |
| Materials | 1 |
| Material Instances | 7 |
| Material Parameter Collections | 1 |
| Interfaces | 3 |
| Gameplay Tags | 334 |
| Input Actions | 30+ |
| Animation Notifies | 14 |
| Architecture docs | 8 |
| Developer docs | 12 |
| Game prototype docs | 21 |
| Architecture docs | 9 |
| Developer docs | 13 |
| Game prototype docs | 22 |
| Example game assets | 170+ |
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