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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@@ -13,13 +13,14 @@
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# 12 — Settings, Accessibility, Haptics & Platform Systems (Systems 104-105, 148)
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# 12 — Settings, Accessibility, Haptics, Render Pipeline & Platform Systems (Systems 104-105, 148-149)
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| # | System | Asset Type | Role |
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|---|--------|-----------|------|
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| 104 | `BPC_AccessibilitySettings` | Component | Accessibility; subtitles, colorblind, controller remap |
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| 105 | `SS_SettingsSystem` | Subsystem | Settings subsystem; persistent settings, apply, reset |
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| 148 | `BPC_HapticsController` | Component | Haptics controller; GameplayTag-driven force feedback, DualSense triggers, heartbeat pulse |
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| 149 | `BPC_RenderPipelineManager` | Component | Render pipeline manager; quality presets, per-platform GI/shadows/upscaling, PlanarCapture aware |
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**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`.
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**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.
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**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)
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*Developer Reference v1.1 — Categories 11-16 Systems (including Haptics). Companion to docs/blueprints/ specs.*
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*Developer Reference v1.2 — Categories 11-16 Systems (including Haptics + Render Pipeline). Companion to docs/blueprints/ specs.*
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| `BPC_AccessibilitySettings` | **Local per-client** — each player's accessibility preferences |
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| `SS_SettingsSystem` | Settings save per-client; key bindings are local |
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| `BPC_HapticsController` | **Local client only** — haptics are cosmetic, never replicated. No `HasAuthority()` needed. |
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| `BPC_RenderPipelineManager` | **Local client only** — render pipeline is per-client hardware. No replication. |
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### Category 13: Polish
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| System | Authority |
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