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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@@ -182,6 +182,7 @@ Abbreviations:
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| 102-114 | All 13 systems | 🔵 | ✅ | BP children + widget BPs |
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| 148 | `BPC_HapticsController` | 🔵 (Blueprint-only) | ✅ | ⬜ BP child attach to PlayerController |
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| 149 | `BPC_RenderPipelineManager` | 🔵 (Blueprint-only) | ✅ | ⬜ BP child attach to PlayerController |
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### Data Assets (14-data-assets — 16 systems)
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@@ -725,6 +725,7 @@ All 16 are Data Asset definitions. No code — create Data Asset instances per c
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| 104 | `BPC_AccessibilitySettings` | BP child | Accessibility: colorblind, subtitle, control remapping, TTS |
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| 105 | `SS_SettingsSystem` | BP child of GameInstanceSubsystem | Settings persistence: save/load config to disk, apply on boot |
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| 148 | `BPC_HapticsController` | BP child of ActorComponent | Haptics: GameplayTag-driven force feedback, DualSense triggers, heartbeat pulse |
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| 149 | `BPC_RenderPipelineManager` | BP child of ActorComponent | Render pipeline: quality presets, GI/shadows/upscaling per platform, PlanarCapture aware |
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