Add DA_RenderPipelineProfile and Platform Render Profiles documentation
- Introduced DA_RenderPipelineProfile data asset to define rendering pipeline configurations for various platforms and quality tiers. - Documented enums, structs, variables, and default preset tables for render settings. - Created a comprehensive developer guide for setting up platform-specific render profiles, including file structure, profile creation, and integration with upscalers. - Included validation rules, console variable references, and testing matrices for ensuring compliance with platform requirements.
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@@ -4113,9 +4113,11 @@ Build these first. Everything else depends on them.
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✓ Physics drag/throw
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✓ Subtitles + localisation hooks
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✓ Hiding spots
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✓ 16 Data Asset types (item, equipment, encounter, atmosphere, scare, haptic, etc.)
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✓ 16 Data Asset types (item, equipment, encounter, atmosphere, scare, haptic, render pipeline, etc.)
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✓ Server-authoritative multiplayer networking (HasAuthority gates, Server_ RPCs, RepNotify)
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✓ Central state authority — systems never check each other directly
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✓ Per-platform render pipeline (Lumen/Baked, Nanite/LOD, DLSS/FSR/TSR/PSSR upscaling)
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✓ Quality preset system (Low→Cinematic) with platform-aware profiles
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```
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---
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@@ -4123,5 +4125,5 @@ Build these first. Everything else depends on them.
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*End of Reusable UE5 Modular Game Framework v2.0*
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*Framework designed for generic use. All system names are project-agnostic.*
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*Override in /Game/ folder. Never modify /Framework/ core assets.*
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*C++ source: 22 classes in Source/PG_Framework/ | BP specs: 148 numbered files in docs/blueprints/*
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*C++ source: 22 classes in Source/PG_Framework/ | BP specs: 149 numbered files + 2 supplementary in docs/blueprints/*
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*Companion docs: docs/checklists/ (build order, status), docs/developer/ (per-category references), docs/architecture/ (state management, audio, networking, animation, sound)*
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