Commit Graph

7 Commits

Author SHA1 Message Date
Lefteris Notas
321287253b refactor: remove unnecessary Super::Tick call in USS_PlanarCaptureManager::Tick method 2026-05-22 16:10:22 +03:00
Lefteris Notas
9fd679fd5b refactor: update show flag settings in BPC_PlanarCapture for UE5.7 compatibility; enhance SS_PlanarCaptureManager with FTickableGameObject interface 2026-05-22 16:02:01 +03:00
Lefteris Notas
d16c661022 refactor: rename ASS_PlanarCaptureManager to USS_PlanarCaptureManager for consistency 2026-05-22 15:52:13 +03:00
Lefteris Notas
0a2d08b2ad Add Planar Capture System implementation checklist and developer reference
- 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.
2026-05-22 15:36:08 +03:00
Lefteris Notas
cd0ebf2233 refactor: Update API macro from FRAMEWORK_API to PG_FRAMEWORK_API across multiple headers 2026-05-21 17:15:25 +03:00
Lefteris Notas
4ae2137179 refactor: Remove Framework module build and implementation files 2026-05-21 14:50:21 +03:00
Lefteris Notas
f986343325 Add core gameplay systems and data assets for player mechanics
- 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.
2026-05-21 14:38:30 +03:00