Files
UE5-Modular-Game-Framework/docs/blueprints/11-meta/Meta_Settings_Polish_DataAssets.asset.md
Lefteris Notas 3ca87a7893 Add asset creation sheets for various systems and UI components
- 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.
2026-05-20 15:34:06 +03:00

4.3 KiB

Meta, Settings & Polish — Asset Creation Sheet (13 assets)

UE5 Path: Content/Framework/Achievements/, Content/Framework/Settings/, Content/Framework/Polish/


Meta (11-meta — 2 assets)

BPC_ProgressStatTracker

Attach to: Player pawn

Variable Type Default
TotalPlaytime Float 0.0
TotalKills Integer 0
TotalDeaths Integer 0
CollectiblesFound Integer 0
EndingsUnlocked Array<GameplayTag> Empty
DifficultyCompleted Array<GameplayTag> Empty

SS_AchievementSystem

Parent: GameInstanceSubsystem — auto-created by GameInstance

Variable Type
UnlockedAchievements Array<GameplayTag>
PendingNotifications Array<GameplayTag>

UnlockAchievement(Tag): → Check platform API → if not already unlocked → unlock → show toast → save


Settings (12-settings — 2 assets)

BPC_AccessibilitySettings

Attach to: Player pawn

Variable Type Default
bSubtitlesEnabled Boolean true
SubtitleSize Float 1.0
ColorblindMode Integer 0
bAimAssist Boolean true
AimAssistStrength Float 0.5
DifficultyLevel Integer 2

SS_SettingsSystem

Parent: GameInstanceSubsystem — auto-created

Variable Type
VideoSettings S_VideoSettings
AudioSettings S_AudioSettings
ControlSettings S_ControlSettings
AccessibilitySettings S_AccessibilitySettings

ApplyAndSave(): → Write to config file → broadcast OnSettingsApplied


Polish (13-polish — 9 assets)

Components

Component Purpose
BPC_AnalyticsTracker Event tracking, session metrics, telemetry
BPC_DevCheatManager God mode, noclip, give item, teleport
BPC_ErrorHandler Crash logging, error display, recovery
BPC_FPSCounter FPS display, min/max/avg tracking
BPC_LoadingScreen Progress bar, tips, background
BPC_TutorialSystem Contextual prompts, progression, dismiss

Widgets

Widget Purpose
WBP_CreditsScreen Auto-scroll credits, skip, post-credit scene
WBP_DebugMenu State viewer, log, performance, cheats
WBP_SplashScreen Studio/engine logo, skip

Data Assets — Remaining (14-data-assets — 16 total)

Create Data Asset instances (not Blueprint children) for all content definitions.

Asset Purpose Key Properties
DA_AdaptationRule Difficulty adaptation MetricThreshold, Action, ScaleFactor
DA_AtmosphereProfile Room atmosphere AudioLayer, LightSettings, FogSettings, PostProcess
DA_BehaviourVariant AI behavior AttackPattern, PatrolStyle, AggressionLevel
DA_EncounterData Enemy group EnemyTypes, SpawnRules, DifficultyTier
DA_EquipmentConfig Weapon/armor stats DamageTypeResistances, Durability, Weight
DA_HapticProfile Force feedback RumblePattern, Intensity, Duration
DA_InteractionData Interaction def PromptText, Duration, Icon, Conditions
DA_ObjectiveData Quest def Title, Description, Prerequisites, Rewards
DA_PuzzleData Puzzle def Solution, Steps, Hints, Rewards
DA_RareEvent Rare event Weight, Conditions, Effects, Cooldown
DA_RoomMutation Room change LayoutChange, ObjectSwap, LightChange
DA_ScareEvent Scare def Type, Anticipation, Payoff, Recovery
DA_InputMappingProfile Per-platform bindings PC/Xbox/PS5 key arrays
DA_AudioSettings Audio config Bus volumes, ducking, pool limits
DA_RoomAcousticPreset Room acoustics Reverb, Occlusion, Reflection (7 presets)

How to Create Each Data Asset

  1. Right-click → Miscellaneous → Data Asset
  2. Class: DA_{Type} (if C++) or PrimaryDataAsset
  3. Name: DA_{Type}_{Name} (e.g. DA_ObjectiveData_Chapter1_FindKey)
  4. Fill properties per the spec file in docs/blueprints/14-data-assets/

Test Meta/Settings/Polish

  • Unlock achievement → toast notification appears → saved to platform
  • Change settings → persist after restart
  • Press F1 → debug menu opens
  • Loading screen shows between levels with progress bar
  • Tutorial popups appear for first-time actions