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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docs/developer/00-starter-gameinstance.md
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# 00 — Starter GameInstance (`GI_StarterGameInstance`)
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**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.
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---
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## System Index
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| # | System | Asset Type | Role |
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|---|--------|-----------|------|
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| — | `GI_StarterGameInstance` | Game Instance | Minimal GameInstance; loads `DA_GameTagRegistry`, validates tags, broadcasts `OnFrameworkReady` |
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---
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## What It Does
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`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:
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1. **Load `DA_GameTagRegistry`** during `Event Init` — before any level loads
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2. **Validate that all 11 Data Tables are registered** in Project Settings → GameplayTags
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3. **Broadcast `OnFrameworkReady`** — other systems bind to this dispatcher and defer their initialization
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4. **Log clear error messages** if something is misconfigured (missing tag tables, unassigned registry reference)
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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.
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---
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## Boot Sequence
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```
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Engine Start
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└─► GI_StarterGameInstance.Event Init()
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├─► Parent::Init() (UE native GameInstance init)
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├─► ValidateFrameworkTags()
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│ ├─► IsValid(TagRegistry)?
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│ │ False → Print Error → Return
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│ │ True → Call DA_GameTagRegistry.GetAllRegisteredTags()
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│ ├─► Tag count == 0?
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│ │ True → Print Warning: "No tags registered!"
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│ │ False → Print: "N tags registered across 11 Data Tables"
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│ └─► bLogTagsOnInit? → Call LogAllTags()
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├─► Set bFrameworkInitialized = true
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└─► Broadcast OnFrameworkReady
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└─► All bound systems begin their initialization
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```
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---
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## Integration Pattern: How Other Systems Use It
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Every Blueprint that needs framework services follows this pattern:
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```
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[Event BeginPlay in any system]
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Step 1: Get Game Instance → Cast to GI_StarterGameInstance → "GameInstance" ref
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Step 2: Branch: IsValid(GameInstance)?
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False → Print Warning: "GI_StarterGameInstance not found!"
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True → Branch: GameInstance → IsFrameworkReady()?
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True → Call "OnFrameworkReadyHandler" immediately (already initialized)
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False → Bind "OnFrameworkReadyHandler" to GameInstance.OnFrameworkReady
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```
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**Custom Event: OnFrameworkReadyHandler**
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```
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Step 1: Unbind from GameInstance.OnFrameworkReady (prevent double-fire)
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Step 2: ... proceed with system-specific init (load Data Assets, bind to other dispatchers, etc.)
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```
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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.
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---
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## Configuration Variables
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| Variable | Type | Default | Purpose |
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|----------|------|---------|---------|
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| `TagRegistry` | `DA_GameTagRegistry` (Object Ref) | *Must be assigned* | Hard reference to the Data Asset |
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| `bValidateTagsOnInit` | `Boolean` | `true` | Enables/disables tag counting during init |
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| `bLogTagsOnInit` | `Boolean` | `false` | If true, prints ALL tag names to output log (verbose) |
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| `bFrameworkInitialized` | `Boolean` (Private) | `false` | Set true after successful init; queried by `IsFrameworkReady()` |
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---
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## Dispatchers
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| Dispatcher | When It Fires | Who Binds |
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|------------|--------------|-----------|
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| `OnFrameworkReady` | After `Event Init` completes successfully | Every system that needs tag validation before it starts |
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| `OnFrameworkInitFailed(ErrorReason)` | If `TagRegistry` is invalid or null | Error handling UI, debug menu, crash reporter |
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---
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## Edge Cases
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- **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`.
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- **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.
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- **Multiple BeginPlay calls:** `IsFrameworkReady()` gates duplicate init — systems check the boolean before proceeding.
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- **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.
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---
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## Replacement Path
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When you're ready for the full framework:
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1. Implement `GI_GameFramework` (#04) with all subsystems, game phases, and platform init
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2. Ensure `GI_GameFramework` includes the `OnFrameworkReady` dispatcher (with identical signature)
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3. Open `Project Settings → Maps & Modes` → change `Game Instance Class` from `GI_StarterGameInstance` to `GI_GameFramework`
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4. Update all `Cast to GI_StarterGameInstance` nodes to `Cast to GI_GameFramework` (find-replace in Blueprints)
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5. Test: output log should show the same tag count, `OnFrameworkReady` still fires, all systems still init correctly
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**Migration effort:** ~30 minutes (find-replace casts + rebind dispatchers in 3-5 key systems).
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---
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## Multiplayer Networking
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**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.
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**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).
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---
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*Developer Reference v1.0 — 00 Starter GameInstance. Companion to docs/blueprints/00-project-setup/GI_StarterGameInstance.md.*
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