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

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