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.
This commit is contained in:
Lefteris Notas
2026-05-22 18:10:24 +03:00
parent 14441c000c
commit dc9c1a6b98
19 changed files with 1449 additions and 83 deletions

View File

@@ -13,13 +13,14 @@
---
# 12 — Settings, Accessibility, Haptics & Platform Systems (Systems 104-105, 148)
# 12 — Settings, Accessibility, Haptics, Render Pipeline & Platform Systems (Systems 104-105, 148-149)
| # | System | Asset Type | Role |
|---|--------|-----------|------|
| 104 | `BPC_AccessibilitySettings` | Component | Accessibility; subtitles, colorblind, controller remap |
| 105 | `SS_SettingsSystem` | Subsystem | Settings subsystem; persistent settings, apply, reset |
| 148 | `BPC_HapticsController` | Component | Haptics controller; GameplayTag-driven force feedback, DualSense triggers, heartbeat pulse |
| 149 | `BPC_RenderPipelineManager` | Component | Render pipeline manager; quality presets, per-platform GI/shadows/upscaling, PlanarCapture aware |
**104 BPC_AccessibilitySettings:** Manages accessibility features: subtitle toggle/size, colorblind mode selection (protanopia/deuteranopia/tritanopia), controller remapping, difficulty presets, hold-to-confirm toggle, camera shake reduction. Settings persisted via `SS_SettingsSystem`.
@@ -27,6 +28,8 @@
**148 BPC_HapticsController:** ActorComponent attached to the Player Controller. Central abstraction for all controller vibration and force feedback. Systems trigger haptics by GameplayTag (e.g., `Haptic.Damage.Heavy`) — never calling raw UE5 `Play Force Feedback` nodes. Handles platform detection (Xbox rumble, PS5 DualSense adaptive triggers, PC generic gamepad), respects accessibility toggle, manages effect priority/conflict resolution, and drives the continuous heartbeat pulse from `BPC_StateManager.GetCurrentHeartRate()`. Uses `DA_HapticProfile` Data Assets for all effect definitions.
**149 BPC_RenderPipelineManager:** ActorComponent attached to the Player Controller. Central authority for UE5 render pipeline configuration. Reads `DA_RenderPipelineProfile` Data Assets to determine the appropriate rendering method (Lumen vs Baked Lightmass), shadow system (VSM vs CSM), upscaler (DLSS/FSR/TSR/PSSR), and mesh strategy (Nanite vs LOD) for the current platform and quality preset. Applies settings via UE5 console variables, coordinates with `BPC_PerformanceScaler` for runtime quality tier adjustments, and broadcasts pipeline changes so the Planar Capture system can adjust its quality budget. Handles reload-required detection for destructive pipeline changes (GI method, shadow method, Nanite toggle).
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# 13 — Polish: Tutorial, Loading, Credits & Debug Systems (Systems 106-114)
@@ -111,7 +114,7 @@
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*Developer Reference v1.1 — Categories 11-16 Systems (including Haptics). Companion to docs/blueprints/ specs.*
*Developer Reference v1.2 — Categories 11-16 Systems (including Haptics + Render Pipeline). Companion to docs/blueprints/ specs.*
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@@ -125,6 +128,7 @@
| `BPC_AccessibilitySettings` | **Local per-client** each player's accessibility preferences |
| `SS_SettingsSystem` | Settings save per-client; key bindings are local |
| `BPC_HapticsController` | **Local client only** haptics are cosmetic, never replicated. No `HasAuthority()` needed. |
| `BPC_RenderPipelineManager` | **Local client only** render pipeline is per-client hardware. No replication. |
### Category 13: Polish
| System | Authority |