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

@@ -91,7 +91,7 @@ Values:
- [ ] EventTag is unique and valid GameplayTag
- [ ] Probability is in range 0.01.0 (0.001 = 0.1%, 0.01 = 1%, 0.1 = 10%)
- [ ] EventConditions tags exist in GI_GameTagRegistry
- [ ] EventConditions tags exist in DA_GameTagRegistry
- [ ] EventActions array has at least one action
- [ ] S_RareEventAction.ActionType matches the data needed (audio uses ActionTag for cue, spawn uses ActionTag for actor class)
- [ ] bOncePerSession and bOncePerSaveFile properly gated (don't set both unless intended)