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

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