docs: Update C++ integration guide and blueprint specifications for various systems, adding detailed setup instructions and clarifying implementation statuses

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Lefteris Notas
2026-05-21 21:29:03 +03:00
parent 0852386168
commit bcbfcdf167
21 changed files with 133 additions and 10 deletions

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**File:** [`Content/Framework/Save/SS_SaveManager`](Content/Framework/Save/SS_SaveManager.uasset)
> **⚡ C++ Status: Full Implementation** — `Source/PG_Framework/Public/Save/SS_SaveManager.h` provides the complete save/load subsystem: slot manifest, save/load/delete, quick-save/load, checkpoint management, backup, FArchive binary serialization. **Auto-created** by UE's subsystem system when `GI_GameFramework` initializes — no BP child, no spawning needed. Access from any BP: `Get Game Instance → Get Subsystem(SS_SaveManager)`. See `docs/developer/cpp-integration-guide.md`.
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**Purpose:** The single authority for all serialisation and deserialisation of game state to disk. Supports multiple save slots, checkpoint saves, hard saves, auto-saves, and world object persistence.
**Depends On:** [`GI_GameFramework`](../01-core/04_GI_GameFramework.md), [`I_Persistable`](30_I_Persistable.md)

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**File:** [`Content/Framework/Save/I_Persistable`](Content/Framework/Save/I_Persistable.uasset)
> **⚡ C++ Status: Full Implementation** — Defined in `Source/PG_Framework/Public/Core/I_InterfaceLibrary.h` as `BlueprintNativeEvent`. **Do NOT create a Blueprint Interface asset.** On any actor that needs save/load: Class Settings → Interfaces → Add → `UPersistable`. Override `On Save`, `On Load`, `Get Save Tag`, `Needs Save`. See `docs/developer/cpp-integration-guide.md`.
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**Purpose:** Interface for any Actor or Component in the world that needs to save or restore per-instance state. Implemented by doors, containers, lootable objects, hidden collectibles, puzzle elements, destructibles, and any other persistent world actor.
**Depends On:** None