# UE5 Modular Game Framework — Project Context ## Purpose Single Source of Truth for the Unreal Engine 5.5-5.7 Blueprint-based Modular Game Framework. This project converts the design document `UE5_Modular_Game_Framework.md` into 135 per-system Blueprint specification files across 16 directories, plus 5 enums, 5 Data Assets, and 5 architecture catalogs. Clean Slate refactoring complete — all 135 files renamed, renumbered, and verified. State Management + MetaSounds Audio architecture phases complete. ## Tech Stack - **Engine:** Unreal Engine 5.5 - 5.7 - **Scripting:** Blueprint-Only (no C++) - **Locomotion:** GASP (Ground Animation Strafing Platform) — read-only, extended via notifies - **Input:** Enhanced Input System (UE5) — Input Actions + Input Mapping Contexts with priority-based context switching - **Assets:** UPrimaryDataAsset for all content definitions - **State:** [`BPC_StateManager`](docs/architecture/bpc-statemanager.md) — Central state authority (42 exclusive action states, 18 overlay states). Systems query `IsActionPermitted(Tag)` instead of checking other systems directly. - **Animation:** GASP Motion Matching + overlay notifies. Full catalog in [`docs/architecture/animation-catalog.md`](docs/architecture/animation-catalog.md) - **Audio:** 150+ sound triggers + 14-surface material table. Full catalog in [`docs/architecture/sound-catalog.md`](docs/architecture/sound-catalog.md) - **Networking:** Server-authoritative replication model. Full architecture in [`docs/architecture/multiplayer-networking.md`](docs/architecture/multiplayer-networking.md) - **BP Limitations:** Catalog of C++-only UE5 functions + 100% Blueprint workarounds. See [`docs/architecture/blueprint-limitations-workarounds.md`](docs/architecture/blueprint-limitations-workarounds.md) ## Directory Structure ``` Content/ Framework/ Core/ Player/ Interaction/ Inventory/ Weapons/ UI/ Narrative/ Save/ Adaptive/ AI/ Audio/ # MetaSounds Audio System (NEW) MS_MasterBus.uasset MS_SFXBus.uasset MS_AmbientBus.uasset MS_MusicBus.uasset MS_DialogueBus.uasset SS_AudioManager.uasset DA_AudioSettings.uasset RoomPresets/ DA_RoomAcousticPreset.uasset DA_RP_SmallRoom/Outdoor/Cave/etc.uasset BP_RoomAudioZone.uasset Input/ # Enhanced Input assets (NEW) Actions/ # IA_* Input Action assets Contexts/ # IMC_* Input Mapping Context assets DataTables/ # Gameplay Tag Data Tables (NEW — 11 per-category CSV files) DT_Tags_Player.csv DT_Tags_Interaction.csv DT_Tags_Item.csv DT_Tags_Narrative.csv DT_Tags_AI.csv DT_Tags_Save.csv DT_Tags_Environment.csv DT_Tags_Combat.csv DT_Tags_State.csv DT_Tags_Audio.csv DT_Tags_Achievement.csv Achievements/ Settings/ State/ # State Management assets (NEW) E_PlayerActionState.uasset # 42 exclusive action states E_OverlayState.uasset # 18 upper-body overlay states E_PlayerVitalSignals.uasset # 5 vital signal tiers E_ActionRequestResult.uasset # 8 request result codes S_StateChangeRequest.uasset # State change request struct S_StateGatingRule.uasset # Gating rule struct S_ActionPermissionResult.uasset # Permission result struct DA_StateGatingTable.uasset # All gating rules (37 action rules) BPC_StateManager.uasset # Central state authority component Capture/ # Planar Capture assets (NEW — Phase 17) BP_Mirror.uasset # Standard mirror surface BP_Portal.uasset # Portal surface with linked target BP_Monitor.uasset # Security camera monitor BP_HorrorMirror.uasset # Horror mirror with wrong reflection BP_FakeWindow.uasset # Architectural fake window M_CaptureSurface_Master.uasset # Master unlit material (9-layer) MPC_CaptureSurface.uasset # Global MPC (10 scalar params) DA_PlanarCaptureProfile.uasset # Per-surface capture config MI_Mirror_Clean.uasset # Material instances MI_Mirror_Dirty.uasset MI_Mirror_Steam.uasset MI_Mirror_Horror.uasset MI_Portal_Standard.uasset MI_Monitor_Security.uasset MI_FakeWindow_Interior.uasset docs/ blueprints/ INDEX.md # Master Blueprint Index — all 135 files + folder structure TEMPLATE.md # Blueprint Spec template format AUDIT_REPORT.md # Clean Slate audit (all ✅) 01-core/ # Foundation systems (7 files, 01-07) 02-player/ # Player State & Embodiment (8 files, 08-15) 03-interaction/ # Interaction & World Manipulation (8 files, 16-23) 04-inventory/ # Inventory, Items & Collectibles (11 files, 24-34) 05-saveload/ # Save, Load, Persistence & Death Loop (9 files, 35-43) 06-ui/ # UI, Menus & Diegetic Presentation (14 files, 44-57) 07-narrative/ # Narrative, Dialogue, Objective & Choice (11 files, 58-68) 08-weapons/ # Weapon, Equipment & Damage (11 files, 69-79) 09-ai/ # AI, Perception & Encounters (9 files, 80-88) 10-adaptive/ # Adaptive Environment, Atmosphere & Scare (15 files, 89-101, 132-133) 11-meta/ # Achievements, Progression & Meta (2 files, 102-103) 12-settings/ # Settings, Accessibility & Platform (2 files, 104-105) 13-polish/ # Tutorial, Loading, Credits, Debug (9 files, 106-114) 14-data-assets/ # Data Asset definitions (16 files, 115-127, 129, 134-135) 15-input/ # Enhanced Input System (1 file, 128) 16-state/ # State Management (2 files, 130-131) 17-capture/ # Planar Capture System (12 files, 136-147) developer/ # Developer Reference Docs (NEW) INDEX.md # Master developer docs index (12 docs) architecture-overview.md # Framework-wide architecture walkthrough implementation-patterns.md # Common UE5 Blueprint patterns used project-setup-migration.md # Project setup & migration guide (NEW — Project Settings, plugins, init sequence) 01-core-foundation.md # Foundation systems explained 02-player-systems.md # Player state & embodiment explained 03-interaction-systems.md # Interaction & world manipulation explained 04-inventory-systems.md # Inventory, items & collectibles explained 05-saveload-systems.md # Save/load, persistence, death loop explained 06-ui-systems.md # UI, menus & diegetic presentation explained 07-narrative-systems.md # Narrative, dialogue, objectives explained 08-weapons-systems.md # Weapons, equipment & damage explained 09-ai-systems.md # AI, perception & encounters explained 10-adaptive-systems.md # Adaptive environment & atmosphere explained 11-16-systems.md # Meta, Settings, Polish, Data Assets, Input, State explained architecture/ # Architecture & Design Documents (9 files) bpc-statemanager.md # BPC_StateManager full spec + Chooser Table Audit metasounds-audio-system.md # MetaSounds audio architecture (mix buses, room zones, settings) animation-catalog.md # Animation requirements for all 135 systems sound-catalog.md # Sound/audio requirements for all 135 systems enhanced-input-system.md # Enhanced Input System architecture hud-overview.md # HUD system architecture — 14 widgets, wiring, integration points multiplayer-networking.md # Multiplayer networking architecture — authority model, RPCs, prediction blueprint-limitations-workarounds.md # UE5 C++-only functions + 100% Blueprint workarounds (NEW) planar-capture-system.md # Planar Capture System — mirrors, portals, monitors, horror surfaces (Phase 17) CLEAN_SLATE_PLAN.md # Clean slate refactoring plan reports/ # Condensed audit reports blueprint_condensed_summary.md # ASK agent audit of all 129 files checklists/ # Implementation checklists clean-slate-refactor.md enhanced-input-system.md bpc-statemanager.md # NEW — State Manager implementation checklist ``` **Total: 149 numbered Blueprint files + 2 supplementary + 5 enums + 5 Data Assets + 11 Data Table CSVs + TEMPLATE.md + AUDIT_REPORT.md + INDEX.md + 13 developer docs + 9 architecture docs + 1 audit report + 1 haptics game example = 196 files in 20 directory groups** ## Naming Conventions | Prefix | Type | |--------|------| | `BP_` | Blueprint Actor | | `BPC_` | Blueprint Component | | `WBP_` | Widget Blueprint | | `GI_` | Game Instance | | `GM_` | Game Mode | | `GS_` | Game State | | `PC_` | Player Controller | | `PS_` | Player State | | `DA_` | Data Asset | | `E_` | Enum | | `S_` | Struct | | `I_` | Interface | | `FL_` | Function Library | | `SS_` | Game Instance Subsystem | | `AI_` | AI Controller | | `BB_` | Blackboard | ## Architectural Principles (from source doc) 1. **Single Responsibility** — One concern per component 2. **Interface-First Communication** — Systems talk via I_ interfaces or dispatchers 3. **Data Owns Itself** — Objects carry their own data 4. **UI Reads, Never Writes** — Widgets never own game logic 5. **No Hardcoded Names** — All config in Data Assets / Gameplay Tags 6. **Save-System Aware** — I_Persistable for anything that saves 7. **Tag-Driven Filtering** — Gameplay Tags everywhere, no string comparisons 8. **Manager vs Worker Split** — Subsystems coordinate, Components execute 9. **GASP Is Sacred** — Extend via notifies, don't touch internals 10. **Fail Gracefully** — Interface calls check validity before execution 11. **Central State Authority** — [`BPC_StateManager`](docs/architecture/bpc-statemanager.md) is the single source of truth for "what can the player do right now?" Systems call `IsActionPermitted(Tag)` instead of checking other systems' states directly. 12. **State Gating via Data Asset** — All gating rules in `DA_StateGatingTable`. Designers modify rules without touching blueprints. 13. **Force Stack Pattern** — Death, cutscenes, void space push state onto a force stack; `RestorePreviousState()` pops back. 14. **Animation Notify Contract** — 14 named notifies required in montages for framework synchronization (see [`animation-catalog.md`](docs/architecture/animation-catalog.md)). 15. **Server-Authoritative Replication** — All state mutations gated by `HasAuthority()`. Clients request via `Server_` RPCs; servers validate and replicate via `RepNotify`. See [`multiplayer-networking.md`](docs/architecture/multiplayer-networking.md). ## Build Order (Dependency-Safe) - **Phase 0:** Foundation + Input (01-core, 15-input — 8 systems) - **Phase 1:** Player Core (02-player, 8 systems) - **Phase 2:** Interaction (03-interaction, 8 systems) - **Phase 3:** Inventory (04-inventory, 11 systems) - **Phase 4:** Save/Load (05-saveload, 9 systems) - **Phase 5:** UI Layer (06-ui, 14 systems) - **Phase 6:** Narrative (07-narrative, 11 systems) - **Phase 7:** Weapons & Combat (08-weapons, 11 systems) - **Phase 8:** AI (09-ai, 9 systems) - **Phase 9:** Adaptive & Atmosphere (10-adaptive, 15 systems) - **Phase 10:** Data Assets (14-data-assets, 16 systems) - **Phase 11:** Meta/Progression (11-meta, 2 systems) - **Phase 12:** Settings/Platform (12-settings, 5 systems — includes BPC_HapticsController 148, BPC_RenderPipelineManager 149) - **Phase 13:** Polish (13-polish, 9 systems) - **Phase 14:** State Management (BPC_StateManager + 4 enums + 3 structs + DA_StateGatingTable — 130, 131) - **Phase 15:** MetaSounds Audio (SS_AudioManager + BP_RoomAudioZone + DA_AudioSettings + DA_RoomAcousticPreset — 132-135) - **Phase 16:** Multiplayer Networking — All systems updated with `HasAuthority()` gates, `Server_` RPCs, `RepNotify` handlers, and client prediction patterns. See [`docs/architecture/multiplayer-networking.md`](docs/architecture/multiplayer-networking.md). - **Phase 17:** Planar Capture System — Mirrors, portals, monitors, horror surfaces. C++ core (136-138) + Blueprint actors (139-143) + Material/MPC (144-145) + Data Assets (146-147). See [`docs/architecture/planar-capture-system.md`](docs/architecture/planar-capture-system.md). - **Phase 18:** Haptics Controller — BPC_HapticsController (148) for GameplayTag-driven force feedback, DualSense adaptive triggers, heartbeat pulse. See [`docs/blueprints/12-settings/148_BPC_HapticsController.md`](docs/blueprints/12-settings/148_BPC_HapticsController.md). - **Phase 19:** Render Pipeline Manager — BPC_RenderPipelineManager (149) + DA_RenderPipelineProfile for per-platform quality presets, Lumen/Baked switching, upscaling (DLSS/FSR/PSSR), Nanite/LOD. Planar capture system integration. See [`docs/blueprints/12-settings/149_BPC_RenderPipelineManager.md`](docs/blueprints/12-settings/149_BPC_RenderPipelineManager.md) and [`docs/developer/platform-render-profiles.md`](docs/developer/platform-render-profiles.md). ## Key Communication Rules 1. Gameplay Tags + Subsystem lookup (global, decoupled) 2. Interface calls (local, type-safe) 3. Event Dispatchers (one-to-many, fire-and-forget) 4. Direct reference (only within tightly-coupled pairs) ## Enhanced Input Conventions - **Input Actions:** Prefix `IA_`, one per gameplay action (e.g., `IA_Move`, `IA_Reload`). - **Input Mapping Contexts:** Prefix `IMC_`, groups related actions (e.g., `IMC_Default`, `IMC_Hiding`). - **Context Priority Ladder:** Default(0) < Hiding(5) < WristwatchUI(10) < Inspection(20) < UI(100). - **Input Manager:** `SS_EnhancedInputManager` (Game Instance Subsystem) is the sole authority for Push/Pop context, key rebinding, and input mode changes. Gameplay systems query input state through it — never through raw Enhanced Input calls. - **Platform Profiles:** `DA_InputMappingProfile` Data Asset defines all bindings per platform (PC, Xbox, PS5). No hardcoded key references anywhere. - **Input Mode Coordination:** `SS_EnhancedInputManager` syncs cursor visibility and input blocking with `SS_UIManager` on menu open/close. ## Conventions for Blueprint Spec Files Each file in `docs/blueprints/` follows the template defined in [`docs/blueprints/TEMPLATE.md`](docs/blueprints/TEMPLATE.md) (v2.0). Files define: Enums, Structs, Variables, Functions, Event Dispatchers, Flow Diagram, Communication Matrix, Reuse Notes, **Manual Implementation Guide** (node-by-node logic for human implementers), and Build Checklist. ## Documentation Update Protocol (CRITICAL RULE) **Any change to the framework MUST also update these files in the same commit:** 1. [`docs/blueprints/INDEX.md`](docs/blueprints/INDEX.md) — add/update the file entry in the master index 2. [`docs/developer/INDEX.md`](docs/developer/INDEX.md) — if the change affects how a system works internally (data flow, state machines, integration points) 3. The relevant [`docs/developer/`](docs/developer/) category document — if the change modifies a system's behavior, dependencies, or implementation pattern 4. [`docs/architecture/animation-catalog.md`](docs/architecture/animation-catalog.md) — if the change adds/modifies animation requirements 5. [`docs/architecture/sound-catalog.md`](docs/architecture/sound-catalog.md) — if the change adds/modifies audio triggers or surfaces 6. [`docs/architecture/blueprint-limitations-workarounds.md`](docs/architecture/blueprint-limitations-workarounds.md) — if the change uses a new C++-only UE5 function that needs a Blueprint workaround No PR is accepted without these files being current. This ensures the animator, sound designer, developers, and all team members always have an up-to-date reference. ## MetaSounds Audio Conventions - **Single Entry Point:** All audio playback routes through [`SS_AudioManager`](docs/architecture/metasounds-audio-system.md) Game Instance Subsystem. Never call `UGameplayStatics::PlaySound*` directly. - **Mix Buses:** 4 categories — SFX, Ambience, Music, Dialogue → Master Bus. Each has its own MetaSound patch. - **Room Zones:** `BP_RoomAudioZone` trigger volumes automatically switch reverb/occlusion via `SS_AudioManager.SetRoomPreset()`. - **Settings Integration:** Volume sliders in `WBP_SettingsMenu` call `SS_AudioManager.SetBusVolume(Category, Volume)` which writes to the bus MetaSound patch. - **Gameplay Parameters:** Heart rate, stress, fear, music intensity pushed as MetaSound float parameters from gameplay systems — not hardcoded in audio assets. - **Deprecated:** `BPC_AudioAtmosphereController` (95) is phased out in favor of `SS_AudioManager`. - **Full Spec:** See [`docs/architecture/metasounds-audio-system.md`](docs/architecture/metasounds-audio-system.md) ## Multiplayer Networking Conventions - **Authority Model:** Server-authoritative. All state mutations (`ApplyDamage`, `AddItem`, `SetDoorState`) execute on the server with `HasAuthority()` gate. Clients request state changes via `Server_` RPCs. - **RPC Naming:** `Server_` (Client→Server), `Multicast_` (Server→All Clients), `Client_` (Server→Specific Client). All reliable unless marked otherwise. - **RepNotify Pattern:** All replicated variables use `RepNotify` with `OnRep_` handlers that fire the same event dispatchers single-player code already binds to. UI widgets, audio, and effects need zero changes for multiplayer. - **Client Prediction:** Cosmetic effects (muzzle flash, recoil, camera shake) play immediately on client. State values (health, ammo, stamina) are predicted but corrected via `RepNotify` if server disagrees. - **Inventory Authority:** Server validates all add/remove/transfer operations against slot space, weight capacity, and stack limits. Client predicts UI; server corrects via `OnRep_Slots`. - **AI Server-Only:** Behavior trees run on server. Position/rotation/animations replicate via standard Actor replication. Perception events replicate for client awareness indicators. - **UI Local Only:** All `WBP_*` widgets are local per-client. They bind to replicated dispatchers — no networking code in widgets. - **Anti-Cheat:** Server validates all state-changing RPCs. Never trust client-provided values (damage amount, item quantity, target actor). Re-validate conditions server-side. - **Full Spec:** See [`docs/architecture/multiplayer-networking.md`](docs/architecture/multiplayer-networking.md) ## Clean Slate Refactoring Status - **Branch:** `refactor/clean-slate` - **Phases 1-7:** COMPLETE — all 127 files created, renamed, reorganized, renumbered - **Phase 8-13:** COMPLETE — AUDIT_REPORT updated, CONTEXT.md updated, verification, final commit - **Phase 14-15:** COMPLETE — State Management (130-131) + MetaSounds Audio (132-135) blueprint specs created - **Phase 16:** IN PROGRESS — Multiplayer Networking: all 135 blueprint specs being updated with replication stubs, RPC definitions, and server-authoritative patterns. Developer docs updated. Architecture doc created at [`docs/architecture/multiplayer-networking.md`](docs/architecture/multiplayer-networking.md) - **Phase 18:** COMPLETE — Haptics Controller (148) blueprint spec created with full Manual Implementation Guide, DA_HapticProfile (121) enhanced, game example (`docs/game/haptics-example.md`) created. All developer docs and indexes updated. - **Phase 19:** COMPLETE — Render Pipeline Manager (149) + DA_RenderPipelineProfile created. Quality preset system with Lumen/Baked switching, per-platform profiles (PS5/PS4/Xbox/Switch/PC/SteamDeck), upscaling integration (DLSS/FSR/PSSR/TSR). Platform render profiles developer guide created. PlanarCapture system updated for pipeline compatibility. All docs updated. - **Remaining:** Cross-reference pass across all 149 files; deprecated BPC_AudioAtmosphereController (95) references to update; Planar Capture System (Phase 17) C++ written, blueprint specs created, pending UE5 editor compile and BP child creation