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.
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CONTEXT.md
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CONTEXT.md
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14-data-assets/ # Data Asset definitions (16 files, 115-127, 129, 134-135)
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15-input/ # Enhanced Input System (1 file, 128)
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16-state/ # State Management (2 files, 130-131)
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architecture/ # Architecture & Design Documents (6 files)
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developer/ # Developer Reference Docs (NEW)
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INDEX.md # Master developer docs index (11 docs)
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architecture-overview.md # Framework-wide architecture walkthrough
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implementation-patterns.md # Common UE5 Blueprint patterns used
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01-core-foundation.md # Foundation systems explained
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02-player-systems.md # Player state & embodiment explained
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03-interaction-systems.md # Interaction & world manipulation explained
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04-inventory-systems.md # Inventory, items & collectibles explained
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05-saveload-systems.md # Save/load, persistence, death loop explained
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06-ui-systems.md # UI, menus & diegetic presentation explained
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07-narrative-systems.md # Narrative, dialogue, objectives explained
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08-weapons-systems.md # Weapons, equipment & damage explained
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09-ai-systems.md # AI, perception & encounters explained
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10-adaptive-systems.md # Adaptive environment & atmosphere explained
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11-16-systems.md # Meta, Settings, Polish, Data Assets, Input, State explained
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architecture/ # Architecture & Design Documents (6 files)
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bpc-statemanager.md # BPC_StateManager full spec + Chooser Table Audit
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metasounds-audio-system.md # MetaSounds audio architecture (mix buses, room zones, settings)
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animation-catalog.md # Animation requirements for all 135 systems
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@@ -91,7 +106,7 @@ docs/
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enhanced-input-system.md
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bpc-statemanager.md # NEW — State Manager implementation checklist
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```
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**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**
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**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**
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## Naming Conventions
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| Prefix | Type |
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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.
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## Documentation Update Protocol (CRITICAL RULE)
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**Any change to the framework MUST also update these 3 files in the same commit:**
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**Any change to the framework MUST also update these files in the same commit:**
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1. [`docs/blueprints/INDEX.md`](docs/blueprints/INDEX.md) — add/update the file entry in the master index
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2. [`docs/architecture/animation-catalog.md`](docs/architecture/animation-catalog.md) — if the change adds/modifies animation requirements
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3. [`docs/architecture/sound-catalog.md`](docs/architecture/sound-catalog.md) — if the change adds/modifies audio triggers or surfaces
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2. [`docs/developer/INDEX.md`](docs/developer/INDEX.md) — if the change affects how a system works internally (data flow, state machines, integration points)
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3. The relevant [`docs/developer/`](docs/developer/) category document — if the change modifies a system's behavior, dependencies, or implementation pattern
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4. [`docs/architecture/animation-catalog.md`](docs/architecture/animation-catalog.md) — if the change adds/modifies animation requirements
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5. [`docs/architecture/sound-catalog.md`](docs/architecture/sound-catalog.md) — if the change adds/modifies audio triggers or surfaces
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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.
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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.
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## MetaSounds Audio Conventions
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- **Single Entry Point:** All audio playback routes through [`SS_AudioManager`](docs/architecture/metasounds-audio-system.md) Game Instance Subsystem. Never call `UGameplayStatics::PlaySound*` directly.
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