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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@@ -88,7 +88,7 @@ This means UI widgets, audio, and effects need **zero changes** for multiplayer
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| `GI_GameFramework` | Server sets GamePhase; clients read | Dispatchers broadcast to all |
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| `GM_CoreGameMode` | Server-only; spawns players, routes death | Extends replicated GameMode |
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| `GS_CoreGameState` | Server sets all state | **Full replication** — 5 vars with OnRep |
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| `GI_GameTagRegistry` | Read-only on all | Identical on all clients (ini-based) |
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| `DA_GameTagRegistry` | Read-only on all | Identical on all clients (ini-based) |
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| `FL_GameUtilities` | Static; no state | No replication needed |
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| `I_InterfaceLibrary` | Contracts; no state | No replication needed |
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| `DA_ItemData` | Read-only config | Identical on all clients |
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