- Introduced DA_RenderPipelineProfile data asset to define rendering pipeline configurations for various platforms and quality tiers.
- Documented enums, structs, variables, and default preset tables for render settings.
- Created a comprehensive developer guide for setting up platform-specific render profiles, including file structure, profile creation, and integration with upscalers.
- Included validation rules, console variable references, and testing matrices for ensuring compliance with platform requirements.
- 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 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.
- Created ui-overrides.md detailing game-specific Widget Blueprint overrides, including purpose, widget index, visual styling, and accessibility requirements.
- Established weapons-index.md outlining all held weapon actors, including their components, logic, and comparisons for gameplay mechanics.
- Added C++ status updates for player systems (02-player-systems.md) indicating the implementation status of systems 08-11 and their relation to BPC_StateManager.
- Enhanced inventory systems documentation (04-inventory-systems.md) with C++ status for BPC_InventorySystem and DA_ItemData, clarifying their implementation details.
- Updated weapons systems documentation (08-weapons-systems.md) to reflect the C++ implementation status of BPC_DamageReceptionSystem and stubs for hit reaction and shield defense systems.
- Introduced a comprehensive guide for creating a minimal playable prototype in UE5.
- Detailed steps for project creation, C++ module integration, gameplay tags setup, and player pawn assembly.
- Included instructions for input system setup, state management wiring, and test level setup.
- Provided a verification checklist and troubleshooting section to assist developers.
- Documented next steps for expanding the prototype with additional systems.
- 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.
- Updated version in INDEX.md from 1.3 to 1.4, reflecting new files and C++ systems migrated.
- Added cpp-integration-guide.md detailing setup and usage for 12 C++ classes.
- Introduced cpp-blueprint-status.md to track the status of all 135 systems, including C++ and Blueprint specifications.
- 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.
- Updated BPC_NarrativeStateSystem with a comprehensive manual implementation guide, including class setup, variable initialization, and function breakdowns.
- Expanded BPC_ObjectiveSystem documentation to include a manual implementation guide and detailed function descriptions.
- Added a manual implementation guide for BPC_DialoguePlaybackSystem, outlining class setup and function nodes.
- Introduced a manual implementation guide for BPC_DialogueChoiceSystem, detailing choice presentation and selection processes.
- Enhanced BPC_BranchingConsequenceSystem documentation with a manual implementation guide for consequence evaluation.
- Updated BPC_TrialScenarioSystem with a manual implementation guide for scenario management.
- Expanded BPC_LoreUnlockSystem documentation to include a manual implementation guide for lore entry management.
- Added a manual implementation guide for BP_NarrativeTriggerVolume, detailing trigger volume setup and action execution.
- Enhanced BPC_EndingAccumulator documentation with a manual implementation guide for ending evaluation.
- Updated BPC_HitReactionSystem with a manual implementation guide for hit reaction management.
- Added a manual implementation guide for BPC_RecoilSystem, detailing recoil application and recovery processes.
- Introduced DT_ProjectTags.csv to define gameplay tags for various systems, enhancing data-driven design capabilities.
- Added BPC_UsableWorldObjectSystem for handling various interactable world objects with detailed manual implementation guide.
- Introduced BPC_ActiveItemSystem to manage quick slots and active item usage, including cycling and selection logic.
- Implemented BPC_DocumentArchiveSystem for managing collectible documents with read tracking and categorization.
- Developed BPC_JournalSystem for narrative entries with auto-adding features based on gameplay events.
- Created BPC_KeyItemSystem for key management with consumable and persistent key support.
- Enhanced BPC_FirearmSystem for ranged weapon mechanics, including hitscan and projectile firing.
- Updated BPC_MeleeSystem for melee combat with combo and blocking mechanics.
- Established BPC_ReloadSystem for managing weapon reloading processes, including partial reloads and state management.
- Updated `CONTEXT.md` to reference the new Manual Implementation Guide and Build Checklist in blueprint spec files.
- Added a detailed Manual Implementation Guide to `01_GI_GameTagRegistry.md`, including class setup, variable initialization, function implementations, and a build checklist.
- Introduced a Manual Implementation Guide section in `22_BPC_PhysicsDragSystem.md` with step-by-step instructions for setup and function logic.
- Expanded `28_BPC_ConsumableSystem.md` with a comprehensive Manual Implementation Guide detailing class setup, variable initialization, function implementations, and networking.
- Enhanced `69_BP_WeaponBase.md` with a Manual Implementation Guide covering class setup, variable defaults, function implementations, and networking.
- Added a Manual Implementation Guide to `84_AI_BaseAgentController.md`, outlining class setup, variable initialization, function implementations, and networking.
- Updated `TEMPLATE.md` to version 2.0, incorporating the Manual Implementation Guide and Build Checklist for human implementers.
- Revised `INDEX.md` to reflect the new purpose and content of blueprint specifications, emphasizing the inclusion of the Manual Implementation Guide.
- Updated Master Blueprint Index to include Multiplayer Networking support.
- Added detailed Multiplayer Networking sections across all developer documentation (01-11).
- Introduced authority maps, key patterns, and RPC guidelines for each system.
- Established a comprehensive multiplayer networking architecture document outlining core principles, replication strategies, and anti-cheat considerations.
- Enhanced UI documentation to clarify local-only behavior and binding to replicated dispatchers.
- Implemented client prediction strategies and RPC naming conventions for consistency across the framework.
- Created detailed documentation for systems 102-135 covering achievements, settings, polish, data assets, input management, and state management.
- Added INDEX.md for easy navigation of developer reference materials.
- Introduced architecture-overview.md to provide a high-level understanding of the framework's structure and communication methods.
- Compiled implementation-patterns.md to outline common UE5 Blueprint patterns for consistent development practices.