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

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# 00 — Starter GameInstance (`GI_StarterGameInstance`)
**Category Purpose:** This is the first Blueprint you create in a new UE5 project using the Modular Game Framework. It provides a working GameInstance entry point that validates your GameplayTag setup and broadcasts `OnFrameworkReady` so other systems can safely initialize.
---
## System Index
| # | System | Asset Type | Role |
|---|--------|-----------|------|
| — | `GI_StarterGameInstance` | Game Instance | Minimal GameInstance; loads `DA_GameTagRegistry`, validates tags, broadcasts `OnFrameworkReady` |
---
## What It Does
`GI_StarterGameInstance` is a **temporary** lightweight GameInstance that you set as your project's `Game Instance Class` during Phase 0 setup. Its sole purpose is to:
1. **Load `DA_GameTagRegistry`** during `Event Init` — before any level loads
2. **Validate that all 11 Data Tables are registered** in Project Settings → GameplayTags
3. **Broadcast `OnFrameworkReady`** — other systems bind to this dispatcher and defer their initialization
4. **Log clear error messages** if something is misconfigured (missing tag tables, unassigned registry reference)
Once the full `GI_GameFramework` (#04) is implemented, you swap the `Game Instance Class` in Project Settings and the starter is discarded. All systems that bind to `OnFrameworkReady` continue working.
---
## Boot Sequence
```
Engine Start
└─► GI_StarterGameInstance.Event Init()
├─► Parent::Init() (UE native GameInstance init)
├─► ValidateFrameworkTags()
│ ├─► IsValid(TagRegistry)?
│ │ False → Print Error → Return
│ │ True → Call DA_GameTagRegistry.GetAllRegisteredTags()
│ ├─► Tag count == 0?
│ │ True → Print Warning: "No tags registered!"
│ │ False → Print: "N tags registered across 11 Data Tables"
│ └─► bLogTagsOnInit? → Call LogAllTags()
├─► Set bFrameworkInitialized = true
└─► Broadcast OnFrameworkReady
└─► All bound systems begin their initialization
```
---
## Integration Pattern: How Other Systems Use It
Every Blueprint that needs framework services follows this pattern:
```
[Event BeginPlay in any system]
Step 1: Get Game Instance → Cast to GI_StarterGameInstance → "GameInstance" ref
Step 2: Branch: IsValid(GameInstance)?
False → Print Warning: "GI_StarterGameInstance not found!"
True → Branch: GameInstance → IsFrameworkReady()?
True → Call "OnFrameworkReadyHandler" immediately (already initialized)
False → Bind "OnFrameworkReadyHandler" to GameInstance.OnFrameworkReady
```
**Custom Event: OnFrameworkReadyHandler**
```
Step 1: Unbind from GameInstance.OnFrameworkReady (prevent double-fire)
Step 2: ... proceed with system-specific init (load Data Assets, bind to other dispatchers, etc.)
```
This pattern ensures systems work regardless of initialization order — if the GameInstance fired `OnFrameworkReady` before `BeginPlay`, the system initializes immediately. Otherwise it waits for the broadcast.
---
## Configuration Variables
| Variable | Type | Default | Purpose |
|----------|------|---------|---------|
| `TagRegistry` | `DA_GameTagRegistry` (Object Ref) | *Must be assigned* | Hard reference to the Data Asset |
| `bValidateTagsOnInit` | `Boolean` | `true` | Enables/disables tag counting during init |
| `bLogTagsOnInit` | `Boolean` | `false` | If true, prints ALL tag names to output log (verbose) |
| `bFrameworkInitialized` | `Boolean` (Private) | `false` | Set true after successful init; queried by `IsFrameworkReady()` |
---
## Dispatchers
| Dispatcher | When It Fires | Who Binds |
|------------|--------------|-----------|
| `OnFrameworkReady` | After `Event Init` completes successfully | Every system that needs tag validation before it starts |
| `OnFrameworkInitFailed(ErrorReason)` | If `TagRegistry` is invalid or null | Error handling UI, debug menu, crash reporter |
---
## Edge Cases
- **TagRegistry not assigned:** `Event Init` detects `IsValid(TagRegistry) == false` → broadcasts `OnFrameworkInitFailed("TagRegistry not assigned or invalid")` → no crash, but all tag-dependent systems will fail. Fix by opening `GI_StarterGameInstance` Class Defaults and assigning `DA_GameTagRegistry`.
- **Zero tags in Data Tables:** The init prints a warning but does NOT fire `OnFrameworkInitFailed`. Empty tables are a warning, not a failure — tags may be added later. `OnFrameworkReady` still broadcasts.
- **Multiple BeginPlay calls:** `IsFrameworkReady()` gates duplicate init — systems check the boolean before proceeding.
- **Replaced by GI_GameFramework:** When you swap the Game Instance Class, existing bindings to `OnFrameworkReady` must be rebound to `GI_GameFramework`'s dispatcher. Both classes use the same dispatcher name and signature for compatibility.
---
## Replacement Path
When you're ready for the full framework:
1. Implement `GI_GameFramework` (#04) with all subsystems, game phases, and platform init
2. Ensure `GI_GameFramework` includes the `OnFrameworkReady` dispatcher (with identical signature)
3. Open `Project Settings → Maps & Modes` → change `Game Instance Class` from `GI_StarterGameInstance` to `GI_GameFramework`
4. Update all `Cast to GI_StarterGameInstance` nodes to `Cast to GI_GameFramework` (find-replace in Blueprints)
5. Test: output log should show the same tag count, `OnFrameworkReady` still fires, all systems still init correctly
**Migration effort:** ~30 minutes (find-replace casts + rebind dispatchers in 3-5 key systems).
---
## Multiplayer Networking
**Replication: None needed.** The GameInstance is a client-only singleton — each client gets its own instance with identical configuration. `OnFrameworkReady` fires independently on each client's GameInstance. No server coordination required.
**Host/Client parity:** Both listen-server host and dedicated-server clients run `Event Init` independently. Tag validation passes on both because Data Tables and `DefaultGameplayTags.ini` are identical across all instances (shipped with the build).
---
*Developer Reference v1.0 — 00 Starter GameInstance. Companion to docs/blueprints/00-project-setup/GI_StarterGameInstance.md.*

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@@ -8,7 +8,7 @@
| # | System | Asset Type | Role |
|---|--------|-----------|------|
| 01 | `GI_GameTagRegistry` | Data Asset | Central GameplayTag namespace registry & validation |
| 01 | `DA_GameTagRegistry` | Data Asset | Central GameplayTag namespace registry & validation |
| 02 | `FL_GameUtilities` | Function Library | Static utility functions (safe casts, math, tags, debug) |
| 03 | `I_InterfaceLibrary` | Interface Collection | All 9 framework interfaces for decoupled communication |
| 04 | `GI_GameFramework` | Game Instance | Application kernel; owns subsystems, manages game phases |
@@ -42,7 +42,7 @@
│ ├─► Bind to GI_GameFramework.OnGamePhaseChanged │
│ └─► Tick: accumulate ElapsedPlayTime when InGame │
│ │
│ ALL SYSTEMS query GameplayTags via GI_GameTagRegistry │
│ ALL SYSTEMS query GameplayTags via DA_GameTagRegistry
│ ALL SYSTEMS use FL_GameUtilities for safe casts & logging │
│ ALL SYSTEMS communicate via I_InterfaceLibrary interfaces │
│ ALL ITEMS are defined as DA_ItemData Data Assets │
@@ -51,7 +51,7 @@
---
## 01 — GI_GameTagRegistry: Central GameplayTag Registry
## 01 — DA_GameTagRegistry: Central GameplayTag Registry
**What It Does:** This is a **documentation anchor** Data Asset, not a runtime tag database. The actual GameplayTag definitions live in `DefaultGameplayTags.ini`, but this asset serves as the single place where all framework tag namespaces are documented and validated. Every system that uses GameplayTags references them from this registry's documented namespaces.
@@ -298,7 +298,7 @@ MainMenu → Loading → InGame ⇄ Paused
**How It Works Internally:**
**Core Properties (every item has these):**
- `ItemTag` (GameplayTag) — unique identifier, must be registered in `GI_GameTagRegistry`
- `ItemTag` (GameplayTag) — unique identifier, must be registered in `DA_GameTagRegistry`
- `DisplayName`, `Description` (FText) — player-facing text
- `Icon` (Texture2D soft reference) — UI icon
- `WorldMesh` (StaticMesh soft reference) — 3D mesh when dropped in world
@@ -361,7 +361,7 @@ MainMenu → Loading → InGame ⇄ Paused
13. DA_ItemData assets are loaded on demand ← Asset Manager async loads
14. FL_GameUtilities calls available immediately ← Static library
15. GI_GameTagRegistry.OnAssetLoaded() ← Fires when data asset loads
15. DA_GameTagRegistry loaded by Asset Manager ← Fires when data asset loads (no native OnAssetLoaded in BP)
```
---
@@ -385,7 +385,7 @@ MainMenu → Loading → InGame ⇄ Paused
| `GI_GameFramework` | GamePhase, session flags | Server sets; clients read via replicated dispatcher |
| `GM_CoreGameMode` | Player spawning, chapter transitions, death routing | Server-only (extends replicated GameMode) |
| `GS_CoreGameState` | Shared session state bus | **Fully replicated** — 5 vars with OnRep handlers |
| `GI_GameTagRegistry` | Tag documentation | Read-only config — identical on all clients |
| `DA_GameTagRegistry` | Tag documentation | Read-only config — identical on all clients |
| `FL_GameUtilities` | Static utilities | No state — callable from any side |
| `I_InterfaceLibrary` | Communication contracts | Interface calls work on any side; mutators must check authority |
| `DA_ItemData` | Item definitions | Read-only Data Asset — identical on all clients |

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# Developer Reference — UE5 Modular Game Framework
**Version:** 1.2 | **Generated:** 2026-05-19 | **Files:** 15 (1 index + 2 overview + 1 migration + 10 category docs + 1 combined) | **Networking:** All docs include multiplayer sections
**Version:** 1.3 | **Generated:** 2026-05-20 | **Files:** 16 (1 index + 2 overview + 1 migration + 1 starter + 10 category docs + 1 combined) | **Networking:** All docs include multiplayer sections
This directory contains developer-facing reference documentation for every system in the framework. Unlike the blueprint spec files (which define *what* to build), these documents explain *how each system works internally* — the data flow, state machines, integration points, and design rationale. Use these when you need to understand a system's behavior to implement, debug, or extend it.
@@ -21,6 +21,7 @@ docs/developer/
├── project-setup-migration.md ← Project setup & migration guide (NEW — Project Settings, plugins, init sequence)
├── 01-core-foundation.md ← Foundation systems (systems 01-07)
├── 00-starter-gameinstance.md ← Starter GameInstance: GI_StarterGameInstance setup guide
├── 02-player-systems.md ← Player state & embodiment (systems 08-15)
├── 03-interaction-systems.md ← Interaction & world manipulation (systems 16-23)
├── 04-inventory-systems.md ← Inventory, items & collectibles (systems 24-34)
@@ -37,7 +38,8 @@ docs/developer/
| # | System | Category | Role |
|---|--------|----------|------|
| 01 | `GI_GameTagRegistry` | Foundation | Central GameplayTag → asset registry |
| | `GI_StarterGameInstance` | Project Setup | Minimal GameInstance; tag validation entry point |
| 01 | `DA_GameTagRegistry` | Foundation | Central GameplayTag → asset registry |
| 02 | `FL_GameUtilities` | Foundation | Shared utility functions (logging, math) |
| 03 | `I_InterfaceLibrary` | Foundation | All framework interfaces |
| 04 | `GI_GameFramework` | Foundation | Application kernel; owns subsystems |
@@ -176,7 +178,7 @@ docs/developer/
## How to Use These Docs
1. **New to the framework?** Start with [`architecture-overview.md`](architecture-overview.md) to understand the big picture.
2. **Setting up a new project?** Read [`project-setup-migration.md`](project-setup-migration.md) — covers all Project Settings, plugins, Data Tables, Enhanced Input, and initialization sequence.
2. **Setting up a new project?** Read [`00-starter-gameinstance.md`](00-starter-gameinstance.md) first — create `GI_StarterGameInstance` to validate your GameplayTags immediately. Then follow [`project-setup-migration.md`](project-setup-migration.md) for full Project Settings, plugins, Data Tables, and init sequence.
3. **Implementing a system?** Read the Blueprint Spec in `docs/blueprints/` — every file has a Manual Implementation Guide with node-by-node logic.
4. **Need to understand internals?** Read the corresponding Developer Reference doc in this directory.
5. **Debugging?** Each category doc includes a data flow section showing how data moves between systems.

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@@ -78,7 +78,7 @@ No hardcoded values. Every configuration lives in Data Assets (`DA_ItemData`, `D
Widgets display data from gameplay systems but never own game state. They bind to event dispatchers (`OnHealthChanged` → update health bar) and call functions (`UseItem()`) — but never store authoritative data.
### 5. GameplayTags for State, Not Booleans
No `bIsDead`, `bIsHidden`, `bIsInCombat` booleans. Everything is a GameplayTag compared via `HasTag()` / `MatchesTag()`. Tags are documented in `GI_GameTagRegistry`.
No `bIsDead`, `bIsHidden`, `bIsInCombat` booleans. Everything is a GameplayTag compared via `HasTag()` / `MatchesTag()`. Tags are documented in `DA_GameTagRegistry`.
### 6. Single Audio Entry Point (SS_AudioManager)
Never call `UGameplayStatics::PlaySound*` directly. All audio routes through `SS_AudioManager` which manages 4 MetaSound buses (SFX, Ambience, Music, Dialogue → Master Bus). Room acoustics switch automatically via `BP_RoomAudioZone` triggers.

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@@ -243,7 +243,7 @@
**Key Rules:**
- Framework tags use `Framework.` prefix; project tags use `Game.` prefix
- All tags documented in `GI_GameTagRegistry`
- All tags documented in `DA_GameTagRegistry`
- Never use `FName` or `FString` for state — always GameplayTags
---