- Added BPC_PlatformServiceAbstraction to centralize platform detection and SDK routing for achievements, cloud saves, and overlays.
- Updated dependencies across various systems to utilize the new platform service for consistent platform handling.
- Deprecated old platform enums in favor of a unified EPlatformFamily enum.
- Enhanced documentation for affected systems to reflect changes in platform handling and dependencies.
- Introduced comprehensive guide for setting up controller haptics and force feedback.
- Detailed directory structure for haptic profiles and creation steps for DA_HapticProfile instances.
- Included platform-specific configurations for Xbox and PS5 DualSense adaptive triggers.
- Outlined wiring of BPC_HapticsController to various gameplay systems and events.
- Provided accessibility integration options and testing checklist for haptic functionality.
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems.
- Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen.
- Implemented HUD controller and interaction prompt display assets with detailed wiring instructions.
- Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences.
- Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics.
- Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components.
- Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities.
- Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.