Refactor GameplayTag documentation and implementation
- Updated references from GI_GameTagRegistry to DA_GameTagRegistry in architecture overview and implementation patterns documentation. - Added new Blueprint specification for GI_StarterGameInstance, detailing its purpose, configuration, and integration pattern. - Introduced DA_GameTagRegistry Blueprint specification, centralizing GameplayTag management and providing functions for tag validation and logging. - Created documentation for the Starter GameInstance, outlining its role in the project setup and how other systems can integrate with it.
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@@ -12,7 +12,7 @@ This document catalogs all UE5 engine functions that are C++ only (not exposed t
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**Engine Function:** `UGameplayTagsManager::Get().RequestAllGameplayTags()`
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**UE5 Node:** Does NOT exist in Blueprint
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**Files Affected:** `01_GI_GameTagRegistry.md`, any system that needs to enumerate all tags
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**Files Affected:** `01_DA_GameTagRegistry.md`, any system that needs to enumerate all tags
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**Blueprint Workaround — Data Table Proxy (Multi-Table):**
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@@ -72,7 +72,7 @@ OR create a Blueprint Macro Library with a macro that wraps the subsystem lookup
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### 3.1 `OnAssetLoaded` / `BeginPlay` on Data Assets (Not Available)
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**Engine Behavior:** `UPrimaryDataAsset` does not have `BeginPlay`, `Tick`, or event graphs. It's a pure data container.
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**Files Affected:** `01_GI_GameTagRegistry.md`, all DA_* specs
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**Files Affected:** `01_DA_GameTagRegistry.md`, all DA_* specs
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**Blueprint Workaround:** Move initialization and validation logic to an owning system:
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