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