docs: Update C++ integration guide and blueprint specifications for various systems, adding detailed setup instructions and clarifying implementation statuses
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# 130 — Central State Authority (`BPC_StateManager`)
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> **⚡ C++ Status: Full Implementation** — `Source/PG_Framework/Public/Player/BPC_StateManager.h` provides the complete state authority: `IsActionPermitted()` hot-path query, `RequestStateChange()`, `ForceStateChange()`/`RestorePreviousState()` force stack, heart rate BPM smoothing with tier detection, gating rule evaluation. **Attach directly to player pawn** (component slot 0). Set `GatingTable` → `DA_StateGatingTable` in Details panel. Do NOT create a BP child. See `docs/developer/cpp-integration-guide.md` for usage patterns.
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> ---
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## Purpose
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Single source of truth for "what can the player do right now?" Every system queries `IsActionPermitted(Tag)` instead of checking other systems' states directly. Manages exclusive action states, upper-body overlay states, action action gating, vital signs (heart rate), and the force-stack pattern for nested overrides (death, cutscenes, void space). Communicates with GASP exclusively through overlay state variables — never touches motion matching internals.
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# 131 — State Gating Table (`DA_StateGatingTable`)
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> **⚡ C++ Status: Stub** — `Source/PG_Framework/Public/State/DA_StateGatingTable.h` provides the `FStateGatingRule` struct (ActionTag, BlockedByState, bIsBlocked) and `IsActionGated()` query. **Create a Data Asset instance** (Right-click → Miscellaneous → Data Asset → `DA_StateGatingTable`). Populate `GatingRules` with 37 rules. The C++ `BPC_StateManager` reads this asset — no BP logic to build. Designers modify gating rules in this Data Asset without touching code. See `docs/developer/cpp-integration-guide.md`.
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## Purpose
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Data Asset that holds all state gating rules for the framework. Loaded by `BPC_StateManager` on BeginPlay to populate its `GatingRules` array. Designers modify gating rules entirely through this Data Asset — no blueprint changes required to add, remove, or tweak which states block which actions.
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