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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@@ -195,7 +195,7 @@ flowchart TD
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- MutationRegistry is populated per level — each level defines which rooms can mutate and how
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- DriftIntensity is ramped up by the adaptive director as the game progresses
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- For non-horror games, leave MutationRegistry empty to disable the system
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- Room tags are defined in GI_GameTagRegistry — add project-specific rooms there
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- Room tags are defined in DA_GameTagRegistry — add project-specific rooms there
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- Extend DA_RoomMutation with new mutation types (actor spawn, light change, sound trigger, etc.)
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