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

@@ -452,7 +452,7 @@ HasActionFlag(Tag: GameplayTag) → Boolean
4. Populate default `GatingRules` from `DA_StateGatingTable` if assigned
5. Bind to `GI_GameFramework.OnGamePhaseChanged` (for game-phase-gated rules)
6. Bind to `BPC_HealthSystem.OnDeath` (auto-call `ForceStateChange(Dead)`)
7. Register with `GI_GameTagRegistry` for tag-based queries
7. Register with `DA_GameTagRegistry` for tag-based queries
8. Bind to `BPC_HealthSystem.OnHealthChanged` call `EvaluateInjuryState()`
9. Bind to `BPC_StressSystem.OnStressTierChanged` recalculate heart rate
10. Bind to `BPC_StaminaSystem.OnExhaustionStateChanged` recalculate heart rate