13 KiB
13 KiB
Developer Reference — UE5 Modular Game Framework
Version: 1.2 | Generated: 2026-05-19 | Files: 15 (1 index + 2 overview + 1 migration + 10 category docs + 1 combined) | Networking: All docs include multiplayer sections
This directory contains developer-facing reference documentation for every system in the framework. Unlike the blueprint spec files (which define what to build), these documents explain how each system works internally — the data flow, state machines, integration points, and design rationale. Use these when you need to understand a system's behavior to implement, debug, or extend it.
Who This Is For
- Blueprint implementers turning
.mdspecs into actual UE5 Blueprint assets - Debuggers tracing why something doesn't work
- Designers needing to understand constraints before modifying Data Assets
- New team members learning the framework's internal logic
Directory Map
docs/developer/
├── INDEX.md ← THIS FILE
├── 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 (systems 01-07)
├── 02-player-systems.md ← Player state & embodiment (systems 08-15)
├── 03-interaction-systems.md ← Interaction & world manipulation (systems 16-23)
├── 04-inventory-systems.md ← Inventory, items & collectibles (systems 24-34)
├── 05-saveload-systems.md ← Save/load, persistence, death loop (systems 35-43)
├── 06-ui-systems.md ← UI, menus & diegetic presentation (systems 44-57)
├── 07-narrative-systems.md ← Narrative, dialogue, objectives (systems 58-68)
├── 08-weapons-systems.md ← Weapons, equipment & damage (systems 69-79)
├── 09-ai-systems.md ← AI, perception & encounters (systems 80-88)
├── 10-adaptive-systems.md ← Adaptive environment & atmosphere (systems 89-101, 132-133)
└── 11-16-systems.md ← Meta, Settings, Polish, Data Assets, Input, State (systems 102-135)
Quick Reference — Every System at a Glance
| # | System | Category | Role |
|---|---|---|---|
| 01 | GI_GameTagRegistry |
Foundation | Central GameplayTag → asset registry |
| 02 | FL_GameUtilities |
Foundation | Shared utility functions (logging, math) |
| 03 | I_InterfaceLibrary |
Foundation | All framework interfaces |
| 04 | GI_GameFramework |
Foundation | Application kernel; owns subsystems |
| 05 | GM_CoreGameMode |
Foundation | Spawns player, manages game rules |
| 06 | GS_CoreGameState |
Foundation | Shared game state, phase tracker |
| 07 | DA_ItemData |
Foundation | Base item data asset |
| 08 | BPC_HealthSystem |
Player | Health, damage, death trigger |
| 09 | BPC_StaminaSystem |
Player | Stamina pool, sprint drain, exhaustion |
| 10 | BPC_StressSystem |
Player | Psychological stress tiers, hallucinations |
| 11 | BPC_MovementStateSystem |
Player | Movement mode + posture, GASP liaison |
| 12 | BPC_HidingSystem |
Player | Hide/peek/breath-hold, LOS checks |
| 13 | BPC_EmbodimentSystem |
Player | First-person body, arm IK, overlays |
| 14 | BPC_CameraStateLayer |
Player | Camera FOV/offset per state |
| 15 | BPC_PlayerMetricsTracker |
Player | Player metrics: accuracy, deaths, ratios |
| 16 | BPC_InteractionDetector |
Interaction | Raycast interaction detection |
| 17 | I_HidingSpot |
Interaction | Interface for hideable objects |
| 18 | BPC_DiegeticDisplay |
Interaction | In-world screens (wristwatch, monitors) |
| 19 | BP_DoorActor |
Interaction | Physical door with state machine |
| 20 | BP_PuzzleDeviceActor |
Interaction | Puzzle device base actor |
| 21 | BPC_ContextualTraversalSystem |
Interaction | Vault/mantle/slide/squeeze/climb |
| 22 | BPC_PhysicsDragSystem |
Interaction | Grab/drag/release physics objects |
| 23 | BPC_UsableWorldObjectSystem |
Interaction | Generic world object use (levers, buttons) |
| 24 | BPC_ContainerInventory |
Inventory | World container inventory |
| 25 | BP_ItemPickup |
Inventory | Physical item pickup in world |
| 26 | BPC_ActiveItemSystem |
Inventory | Quick-slot item management |
| 27 | BPC_CollectibleTracker |
Inventory | Collectible tracking, set bonuses |
| 28 | BPC_ConsumableSystem |
Inventory | Consumable use (health packs, syringes) |
| 29 | BPC_DocumentArchiveSystem |
Inventory | Document/journal archive |
| 30 | BPC_EquipmentSlotSystem |
Inventory | Equipment slots, equip/unequip |
| 31 | BPC_InventorySystem |
Inventory | Core inventory grid |
| 32 | BPC_ItemCombineSystem |
Inventory | Item combination crafting |
| 33 | BPC_JournalSystem |
Inventory | Quest/objective journal |
| 34 | BPC_KeyItemSystem |
Inventory | Key item tracking, use-on-target |
| 35 | SS_SaveManager |
Save/Load | Save/load subsystem |
| 36 | I_Persistable |
Save/Load | Persistence interface |
| 37 | BP_Checkpoint |
Save/Load | Checkpoint actor |
| 38 | BPC_AltDeathSpaceSystem |
Save/Load | Alternate death/void space |
| 39 | BPC_DeathHandlingSystem |
Save/Load | Death orchestrator |
| 40 | BPC_PersistentCorpseSystem |
Save/Load | Corpse persistence |
| 41 | BPC_PersistentWorldStateRecorder |
Save/Load | World state change recording |
| 42 | BPC_PlayerRespawnSystem |
Save/Load | Respawn logic |
| 43 | BPC_RunHistoryTracker |
Save/Load | Run/session history |
| 44 | SS_UIManager |
UI | UI subsystem, menu stack |
| 45 | WBP_AccessibilityUI |
UI | Accessibility settings UI |
| 46 | WBP_DiegeticHUDFrame |
UI | Diegetic in-world HUD frame |
| 47 | WBP_HUDController |
UI | Root HUD widget |
| 48 | WBP_InteractionPromptDisplay |
UI | Interaction prompt popup |
| 49 | WBP_InventoryMenu |
UI | Inventory grid UI |
| 50 | WBP_JournalDocumentViewer |
UI | Document/journal viewer |
| 51 | WBP_MainMenu |
UI | Main menu |
| 52 | WBP_MenuFlowController |
UI | Menu state machine |
| 53 | WBP_NotificationToast |
UI | Toast notification |
| 54 | WBP_ObjectiveDisplay |
UI | Active objective HUD element |
| 55 | WBP_PauseMenu |
UI | Pause menu |
| 56 | WBP_ScreenEffectController |
UI | Full-screen effects |
| 57 | WBP_SettingsMenu |
UI | Settings menu |
| 58 | BPC_NarrativeStateSystem |
Narrative | Narrative state machine |
| 59 | BPC_ObjectiveSystem |
Narrative | Objective tracker |
| 60 | BPC_DialoguePlaybackSystem |
Narrative | Dialogue playback |
| 61 | BPC_DialogueChoiceSystem |
Narrative | Dialogue choices |
| 62 | BPC_BranchingConsequenceSystem |
Narrative | Consequence execution |
| 63 | BPC_TrialScenarioSystem |
Narrative | Timed trial/puzzle scenario |
| 64 | BPC_CutsceneBridge |
Narrative | Cutscene bridge |
| 65 | BPC_LoreUnlockSystem |
Narrative | Lore/journal unlock |
| 66 | DA_NarrativeDataAssets |
Narrative | Narrative data assets |
| 67 | BP_NarrativeTriggerVolume |
Narrative | Narrative trigger volume |
| 68 | BPC_EndingAccumulator |
Narrative | Ending condition tracker |
| 69 | BP_WeaponBase |
Weapons | Weapon base actor |
| 70 | BPC_AmmoComponent |
Weapons | Ammo pool |
| 71 | BPC_CombatFeedbackComponent |
Weapons | Combat feedback (hit markers) |
| 72 | BPC_DamageReceptionSystem |
Weapons | Damage reception/resistance |
| 73 | BPC_DeathCauseTracker |
Weapons | Death cause logging |
| 74 | BPC_FirearmSystem |
Weapons | Firearm specialization |
| 75 | BPC_HitReactionSystem |
Weapons | Hit reaction animations |
| 76 | BPC_MeleeSystem |
Weapons | Melee weapon system |
| 77 | BPC_RecoilSystem |
Weapons | Recoil pattern |
| 78 | BPC_ReloadSystem |
Weapons | Reload system |
| 79 | BPC_ShieldDefenseSystem |
Weapons | Shield defense |
| 80 | BP_EnemyBase |
AI | Enemy base character |
| 81 | BP_PatrolPath |
AI | Patrol path spline |
| 82 | BPC_AlertSystem |
AI | AI alert states |
| 83 | BPC_AIStateMachine |
AI | AI state machine |
| 84 | AI_BaseAgentController |
AI | Base AI controller |
| 85 | BB_AgentBoard |
AI | AI blackboard definition |
| 86 | BPC_AIMemorySystem |
AI | AI memory/last known locations |
| 87 | BPC_AIPerceptionSystem |
AI | AI perception (sight/hearing) |
| 88 | BPC_BehaviourVariantSelector |
AI | Behavior variant selection |
| 89 | BPC_DifficultyManager |
Adaptive | Dynamic difficulty scaling |
| 90 | BPC_FearSystem |
Adaptive | Fear system (AI + player) |
| 91 | BPC_PerformanceScaler |
Adaptive | Performance scaling (LOD) |
| 92 | BPC_ProceduralEncounter |
Adaptive | Procedural encounter generation |
| 93 | BPC_AdaptiveEnvironmentDirector |
Adaptive | Adaptive environment director |
| 94 | BPC_AtmosphereStateController |
Adaptive | Atmosphere state (tone, tension) |
| 95 | BPC_AudioAtmosphereController |
Adaptive | Audio atmosphere [DEPRECATED] |
| 96 | BPC_LightEventController |
Adaptive | Light events (flicker/strobe) |
| 97 | BPC_MemoryDriftSystem |
Adaptive | Memory drift distortions |
| 98 | BPC_PacingDirector |
Adaptive | Pacing director |
| 99 | BPC_PlaystyleClassifier |
Adaptive | Playstyle classification |
| 100 | BPC_RareEventSystem |
Adaptive | Rare event system |
| 101 | BPC_ScareEventSystem |
Adaptive | Scare event system |
| 102 | BPC_ProgressStatTracker |
Meta | Progress statistics |
| 103 | SS_AchievementSystem |
Meta | Achievement subsystem |
| 104 | BPC_AccessibilitySettings |
Settings | Accessibility settings |
| 105 | SS_SettingsSystem |
Settings | Persistent settings subsystem |
| 106 | BPC_AnalyticsTracker |
Polish | Analytics/telemetry |
| 107 | BPC_DevCheatManager |
Polish | Developer cheats |
| 108 | BPC_ErrorHandler |
Polish | Error/crash handling |
| 109 | BPC_FPSCounter |
Polish | FPS counter |
| 110 | BPC_LoadingScreen |
Polish | Loading screen |
| 111 | BPC_TutorialSystem |
Polish | Tutorial system |
| 112 | WBP_CreditsScreen |
Polish | Credits screen |
| 113 | WBP_DebugMenu |
Polish | Debug menu |
| 114 | WBP_SplashScreen |
Polish | Splash screen |
| 115 | DA_AdaptationRule |
Data Assets | Difficulty adaptation rules |
| 116 | DA_AtmosphereProfile |
Data Assets | Atmosphere profile (audio/light/FX) |
| 117 | DA_BehaviourVariant |
Data Assets | AI behavior variant |
| 118 | DA_DataAssetArchitecture |
Data Assets | Data asset architecture overview |
| 119 | DA_EncounterData |
Data Assets | Encounter definition |
| 120 | DA_EquipmentConfig |
Data Assets | Equipment configuration |
| 121 | DA_HapticProfile |
Data Assets | Haptic feedback profile |
| 122 | DA_InteractionData |
Data Assets | Interaction definition |
| 123 | DA_ObjectiveData |
Data Assets | Objective/quest data |
| 124 | DA_PuzzleData |
Data Assets | Puzzle definition |
| 125 | DA_RareEvent |
Data Assets | Rare event definition |
| 126 | DA_RoomMutation |
Data Assets | Room mutation definition |
| 127 | DA_ScareEvent |
Data Assets | Scare event definition |
| 128 | SS_EnhancedInputManager |
Input | Enhanced Input manager |
| 129 | DA_InputMappingProfile |
Data Assets | Input mapping profile per platform |
| 130 | BPC_StateManager |
State | Central state authority |
| 131 | DA_StateGatingTable |
State | State gating rules |
| 132 | SS_AudioManager |
Adaptive | Audio subsystem (MetaSounds) |
| 133 | BP_RoomAudioZone |
Adaptive | Room audio zone trigger |
| 134 | DA_AudioSettings |
Data Assets | Audio bus/settings config |
| 135 | DA_RoomAcousticPreset |
Data Assets | Room acoustic profile |
How to Use These Docs
- New to the framework? Start with
architecture-overview.mdto understand the big picture. - Setting up a new project? Read
project-setup-migration.md— covers all Project Settings, plugins, Data Tables, Enhanced Input, and initialization sequence. - Implementing a system? Read the Blueprint Spec in
docs/blueprints/— every file has a Manual Implementation Guide with node-by-node logic. - Need to understand internals? Read the corresponding Developer Reference doc in this directory.
- Debugging? Each category doc includes a data flow section showing how data moves between systems.
- Need UE5 Blueprint patterns? See
implementation-patterns.md. - Multiplayer networking? See
../architecture/multiplayer-networking.md. Every doc has a Multiplayer Networking section.
Relationship to Spec Files
| Aspect | Blueprint Spec (docs/blueprints/) |
Developer Reference (docs/developer/) |
|---|---|---|
| Purpose | Define what to build with node-by-node logic (v2.0) | Explain how it works (understanding) |
| Audience | Implementers building Blueprints manually | Anyone needing to understand internals |
| Content | Enums, structs, variables, functions, Manual Implementation Guide | Data flow, state machines, design rationale |
| Format | TEMPLATE.md v2.0 — includes Build Checklist | Per-category reference docs + project-setup-migration.md |
Developer Reference Index v1.2 — Companion to the Blueprint Spec system. Update both together.