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

@@ -4,7 +4,7 @@
Single source of truth for "what can the player do right now?" Every system queries `IsActionPermitted(Tag)` instead of checking other systems' states directly. Manages exclusive action states, upper-body overlay states, action action gating, vital signs (heart rate), and the force-stack pattern for nested overrides (death, cutscenes, void space). Communicates with GASP exclusively through overlay state variables — never touches motion matching internals.
## Dependencies
- **Requires:** `GI_GameFramework` (04 — game phase changes), `BPC_HealthSystem` (08 — death + injury bindings), `BPC_StressSystem` (10 — stress tier), `BPC_StaminaSystem` (09 — exhaustion), `BPC_MovementStateSystem` (11 — movement mode tracking), `GI_GameTagRegistry` (01 — tag queries), `SS_EnhancedInputManager` (128 — context switching), `ABP_GASP` (external — overlay + intensity variables)
- **Requires:** `GI_GameFramework` (04 — game phase changes), `BPC_HealthSystem` (08 — death + injury bindings), `BPC_StressSystem` (10 — stress tier), `BPC_StaminaSystem` (09 — exhaustion), `BPC_MovementStateSystem` (11 — movement mode tracking), `DA_GameTagRegistry` (01 — tag queries), `SS_EnhancedInputManager` (128 — context switching), `ABP_GASP` (external — overlay + intensity variables)
- **Required By:** EVERY gameplay system (central query point for action permission)
- **Engine/Plugin Requirements:** GameplayTags plugin, GASP plugin (read-only)
@@ -425,7 +425,7 @@ Values:
4. Populate default `GatingRules` from `DA_StateGatingTable` if assigned
5. Bind to `GI_GameFramework.OnGamePhaseChanged` (for game-phase-gated rules)
6. Bind to `BPC_HealthSystem.OnDeath` (auto-call `ForceStateChange(Dead, "Death")`)
7. Register with `GI_GameTagRegistry` for tag-based queries
7. Register with `DA_GameTagRegistry` for tag-based queries
8. Bind to `BPC_HealthSystem.OnHealthChanged` call `EvaluateInjuryState()`
9. Bind to `BPC_StressSystem.OnStressTierChanged` recalculate heart rate
10. Bind to `BPC_StaminaSystem.OnExhaustionStateChanged` recalculate heart rate