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.
This commit is contained in:
Lefteris Notas
2026-05-20 14:31:52 +03:00
parent 3023ad3555
commit fee12b115f
17 changed files with 927 additions and 423 deletions

View File

@@ -12,7 +12,7 @@ This document catalogs all UE5 engine functions that are C++ only (not exposed t
**Engine Function:** `UGameplayTagsManager::Get().RequestAllGameplayTags()`
**UE5 Node:** Does NOT exist in Blueprint
**Files Affected:** `01_GI_GameTagRegistry.md`, any system that needs to enumerate all tags
**Files Affected:** `01_DA_GameTagRegistry.md`, any system that needs to enumerate all tags
**Blueprint Workaround — Data Table Proxy (Multi-Table):**
@@ -72,7 +72,7 @@ OR create a Blueprint Macro Library with a macro that wraps the subsystem lookup
### 3.1 `OnAssetLoaded` / `BeginPlay` on Data Assets (Not Available)
**Engine Behavior:** `UPrimaryDataAsset` does not have `BeginPlay`, `Tick`, or event graphs. It's a pure data container.
**Files Affected:** `01_GI_GameTagRegistry.md`, all DA_* specs
**Files Affected:** `01_DA_GameTagRegistry.md`, all DA_* specs
**Blueprint Workaround:** Move initialization and validation logic to an owning system: