Add developer documentation for systems 11-16, including architecture overview and implementation patterns

- Created detailed documentation for systems 102-135 covering achievements, settings, polish, data assets, input management, and state management.
- Added INDEX.md for easy navigation of developer reference materials.
- Introduced architecture-overview.md to provide a high-level understanding of the framework's structure and communication methods.
- Compiled implementation-patterns.md to outline common UE5 Blueprint patterns for consistent development practices.
This commit is contained in:
Lefteris Notas
2026-05-19 14:13:51 +03:00
parent 411edea8ce
commit b2b6e1e7c7
17 changed files with 3005 additions and 6 deletions

View File

@@ -76,7 +76,22 @@ docs/
14-data-assets/ # Data Asset definitions (16 files, 115-127, 129, 134-135)
15-input/ # Enhanced Input System (1 file, 128)
16-state/ # State Management (2 files, 130-131)
architecture/ # Architecture & Design Documents (6 files)
developer/ # Developer Reference Docs (NEW)
INDEX.md # Master developer docs index (11 docs)
architecture-overview.md # Framework-wide architecture walkthrough
implementation-patterns.md # Common UE5 Blueprint patterns used
01-core-foundation.md # Foundation systems explained
02-player-systems.md # Player state & embodiment explained
03-interaction-systems.md # Interaction & world manipulation explained
04-inventory-systems.md # Inventory, items & collectibles explained
05-saveload-systems.md # Save/load, persistence, death loop explained
06-ui-systems.md # UI, menus & diegetic presentation explained
07-narrative-systems.md # Narrative, dialogue, objectives explained
08-weapons-systems.md # Weapons, equipment & damage explained
09-ai-systems.md # AI, perception & encounters explained
10-adaptive-systems.md # Adaptive environment & atmosphere explained
11-16-systems.md # Meta, Settings, Polish, Data Assets, Input, State explained
architecture/ # Architecture & Design Documents (6 files)
bpc-statemanager.md # BPC_StateManager full spec + Chooser Table Audit
metasounds-audio-system.md # MetaSounds audio architecture (mix buses, room zones, settings)
animation-catalog.md # Animation requirements for all 135 systems
@@ -91,7 +106,7 @@ docs/
enhanced-input-system.md
bpc-statemanager.md # NEW — State Manager implementation checklist
```
**Total: 135 numbered Blueprint files + 5 enums + 5 Data Assets + TEMPLATE.md + AUDIT_REPORT.md + INDEX.md + 6 architecture docs + 1 audit report = 153 files in 17 directory groups**
**Total: 135 numbered Blueprint files + 5 enums + 5 Data Assets + TEMPLATE.md + AUDIT_REPORT.md + INDEX.md + 11 developer docs + 6 architecture docs + 1 audit report = 164 files in 18 directory groups**
## Naming Conventions
| Prefix | Type |
@@ -166,12 +181,14 @@ docs/
Each file in `docs/blueprints/` follows the template defined in `docs/blueprints/TEMPLATE.md`. Files define: Enums, Structs, Variables, Functions, Event Dispatchers, Flow Diagram, Communication Matrix, and Reuse Notes.
## Documentation Update Protocol (CRITICAL RULE)
**Any change to the framework MUST also update these 3 files in the same commit:**
**Any change to the framework MUST also update these files in the same commit:**
1. [`docs/blueprints/INDEX.md`](docs/blueprints/INDEX.md) add/update the file entry in the master index
2. [`docs/architecture/animation-catalog.md`](docs/architecture/animation-catalog.md) if the change adds/modifies animation requirements
3. [`docs/architecture/sound-catalog.md`](docs/architecture/sound-catalog.md) if the change adds/modifies audio triggers or surfaces
2. [`docs/developer/INDEX.md`](docs/developer/INDEX.md) if the change affects how a system works internally (data flow, state machines, integration points)
3. The relevant [`docs/developer/`](docs/developer/) category document if the change modifies a system's behavior, dependencies, or implementation pattern
4. [`docs/architecture/animation-catalog.md`](docs/architecture/animation-catalog.md) if the change adds/modifies animation requirements
5. [`docs/architecture/sound-catalog.md`](docs/architecture/sound-catalog.md) if the change adds/modifies audio triggers or surfaces
No PR is accepted without these 3 files being current. This ensures the animator, sound designer, and all team members always have an up-to-date reference.
No PR is accepted without these files being current. This ensures the animator, sound designer, developers, and all team members always have an up-to-date reference.
## MetaSounds Audio Conventions
- **Single Entry Point:** All audio playback routes through [`SS_AudioManager`](docs/architecture/metasounds-audio-system.md) Game Instance Subsystem. Never call `UGameplayStatics::PlaySound*` directly.