- Created a comprehensive implementation checklist for the Planar Capture System (Systems 136-147) detailing tasks across multiple phases including C++ core, material foundation, Blueprint actors, data assets, integration, and performance testing.
- Added a developer reference document outlining the architecture, data flow, state machine, budget enforcement, render target pooling, horror features, integration points, multiplayer networking, performance characteristics, debugging methods, and build order for the capture systems.
- Introduced examples of capture surface usage in the Project Void horror game, including specific implementations for mirrors, monitors, portals, and fake windows, along with a checklist for integration tasks.
- Implemented DA_EquipmentConfig for managing equipment resistances, durability, and weight.
- Created DA_ItemData to serve as a base item data asset with various item types and properties.
- Introduced BPC_HealthSystem for managing player health and death events.
- Added BPC_MovementStateSystem to handle player movement modes with event delegation.
- Developed BPC_StaminaSystem to track player stamina and exhaustion states.
- Established BPC_StateManager as a central authority for managing player action states and gating.
- Created BPC_StressSystem to monitor and respond to player stress levels.
- Implemented PC_CoreController and PS_CorePlayerState for player controller and state management.
- Developed SS_SaveManager for save/load functionality with slot management and serialization.
- Introduced DA_StateGatingTable for defining action gating rules based on gameplay tags.
- Added BPC_DamageReceptionSystem to process incoming damage and apply resistance calculations.
- Implemented BPC_HitReactionSystem for managing hit reactions based on damage received.
- Created BPC_ShieldDefenseSystem to manage shield health and blocking mechanics.
- Added PG_FrameworkEditor.Target.cs for editor build configuration.
- Implemented USS_EnhancedInputManager to manage input contexts with priority.
- Added methods for pushing, popping, and querying input contexts.
- Integrated input mode switching and key rebinding functionality.
feat: Introduce Inventory System Component for item management
- Created UBPC_InventorySystem to handle inventory operations such as adding, removing, and sorting items.
- Implemented weight management and slot organization features.
- Added event dispatchers for inventory changes.
feat: Develop Item Data Asset for item definitions
- Established UDA_ItemData as a base class for all items, encapsulating properties like type, weight, and stack limits.
- Included conditional sub-data structures for equipment, consumables, and inspect data.
feat: Create State Manager Component for player state management
- Developed UBPC_StateManager to manage player action states and overlays.
- Implemented gating logic for action requests and vital sign tracking.
feat: Implement Save Manager for game state persistence
- Introduced USS_SaveManager for handling save/load operations and slot management.
- Utilized FArchive for efficient binary serialization.
feat: Implement Damage Reception System for combat mechanics
- Created UBPC_DamageReceptionSystem to process incoming damage and apply resistance calculations.
- Added event dispatchers for damage reception and hit reactions.