- 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.
36 KiB
Master Blueprint Index — UE5 Modular Game Framework
Version: 3.3 | Generated: 2026-05-21 | Total Files: 135 numbered + 1 starter + 1 supplementary (137 total specs) | C++: 22 source files
This document is the canonical index of every Blueprint specification file in the framework. Each entry links to its full spec document and includes: file name, asset type, parent class, purpose summary, and key dependencies.
Companion Documents
| Document | Path | Purpose |
|---|---|---|
| Remaining BP Build Order | ../checklists/remaining-blueprint-build-order.md |
Prioritized list of every BP asset to build, with C++ status per system |
| C++/BP Status Grid | ../checklists/cpp-blueprint-status.md |
Complete 135-system grid: C++ status, BP spec status, remaining assets |
| C++ Integration Guide | ../developer/cpp-integration-guide.md |
Per-C++-class setup steps, usage patterns, BP child requirements |
| Prototype Setup Guide | ../developer/project-prototype-guide.md |
Step-by-step from blank project to working prototype |
Directory Map
docs/blueprints/
├── INDEX.md ← THIS FILE
├── TEMPLATE.md ← Spec template v2.0
├── AUDIT_REPORT.md ← Clean slate audit
│
├── 00-project-setup/ ← Project Setup & Starter Assets (1 file)
│ └── GI_StarterGameInstance.md ← Minimal GameInstance; tag validation entry point
├── 01-core/ ← Foundation (7 files + 11 Data Table CSVs + 1 Macro Library)
│ ├── data-tables/ ← Per-category Gameplay Tag Data Tables (NEW — replaces DT_ProjectTags.csv)
│ │ ├── DT_Tags_Player.csv (34 tags)
│ │ ├── DT_Tags_Interaction.csv (36 tags)
│ │ ├── DT_Tags_Item.csv (26 tags)
│ │ ├── DT_Tags_Narrative.csv (48 tags)
│ │ ├── DT_Tags_AI.csv (23 tags)
│ │ ├── DT_Tags_Save.csv (22 tags)
│ │ ├── DT_Tags_Environment.csv (30 tags)
│ │ ├── DT_Tags_Combat.csv (26 tags)
│ │ ├── DT_Tags_State.csv (39 tags)
│ │ ├── DT_Tags_Audio.csv (30 tags)
│ │ └── DT_Tags_Achievement.csv (20 tags)
│ └── DT_ProjectTags.csv [DEPRECATED — migration reference only]
├── 02-player/ ← Player State & Embodiment (8 files)
├── 03-interaction/ ← Interaction & World Manipulation (8 files)
├── 04-inventory/ ← Inventory, Items & Collectibles (11 files)
├── 05-saveload/ ← Save, Load, Persistence & Death Loop (9 files)
├── 06-ui/ ← UI, Menus & Diegetic Presentation (14 files)
├── 07-narrative/ ← Narrative, Dialogue, Objective & Choice (11 files)
├── 08-weapons/ ← Weapon, Equipment & Damage (11 files)
├── 09-ai/ ← AI, Perception & Encounters (9 files)
├── 10-adaptive/ ← Adaptive Environment, Atmosphere & Scare (15 files)
├── 11-meta/ ← Achievements, Progression & Meta (2 files)
├── 12-settings/ ← Settings, Accessibility & Platform (2 files)
├── 13-polish/ ← Tutorial, Loading, Credits, Debug (9 files)
├── 14-data-assets/ ← Data Asset definitions (16 files)
├── 15-input/ ← Enhanced Input System (1 file)
└── 16-state/ ← State Management (2 files)
Full Index — Sorted by File Number
| # | File Name | Asset Type | Parent Class | Short Purpose | Category |
|---|---|---|---|---|---|
| — | GI_StarterGameInstance |
GI_ Game Instance |
GameInstance |
Minimal GameInstance; loads DA_GameTagRegistry, validates tags, broadcasts OnFrameworkReady | 00-project-setup |
| 01 | 01_DA_GameTagRegistry |
DA_ Data Asset |
PrimaryDataAsset |
Central gameplay tag registry; maps tags to data/assets | 01-core |
| 02 | 02_FL_GameUtilities |
FL_ Function Library |
BlueprintFunctionLibrary |
Shared utility functions (logging, tag queries, math) | 01-core |
| — | 02a_ML_GameUtilities |
ML_ Macro Library |
MacroLibrary |
BP-Only companion: 24 macros (no C++ required) — subsystem access, math, tags, text, screen, debug | 01-core |
| 03 | 03_I_InterfaceLibrary |
I_ Interface |
Interface |
All framework interfaces (I_Damageable, I_Interactable, I_Persistable, etc.) | 01-core |
| 04 | 04_GI_GameFramework |
GI_ Game Instance |
GameInstance |
Application kernel; owns subsystems, game phases, platform init | 01-core |
| 05 | 05_GM_CoreGameMode |
GM_ Game Mode |
GameModeBase |
Core game mode; spawns player, sets default classes, pause control | 01-core |
| 06 | 06_GS_CoreGameState |
GS_ Game State |
GameStateBase |
Shared game state; tracks global flags, phase, timer | 01-core |
| 07 | 07_DA_ItemData |
DA_ Data Asset |
PrimaryDataAsset |
Base item data asset; inherited by all item types | 01-core |
| — | — | — | — | — | — |
| 08 | 08_BPC_HealthSystem |
BPC_ Component |
ActorComponent |
Player health, damage resistance, death trigger, healing | 02-player |
| 09 | 09_BPC_StaminaSystem |
BPC_ Component |
ActorComponent |
Stamina pool, sprint/action drain, exhaustion states, regen | 02-player |
| 10 | 10_BPC_StressSystem |
BPC_ Component |
ActorComponent |
Psychological stress, tiers (Calm→Catatonic), hallucinations | 02-player |
| 11 | 11_BPC_MovementStateSystem |
BPC_ Component |
ActorComponent |
Movement mode + posture tracking; GASP liaison; footsteps | 02-player |
| 12 | 12_BPC_HidingSystem |
BPC_ Component |
ActorComponent |
Hide/peek/breath-hold; LOS checks; stress decay while hidden | 02-player |
| 13 | 13_BPC_EmbodimentSystem |
BPC_ Component |
ActorComponent |
First-person body mesh, arm IK, visibility modes, overlays | 02-player |
| 14 | 14_BPC_CameraStateLayer |
BPC_ Component |
ActorComponent |
Camera FOV/offset/rotation layers for all states (combat, hide, inspect) | 02-player |
| 15 | 15_BPC_PlayerMetricsTracker |
BPC_ Component |
ActorComponent |
Tracks player metrics: accuracy, deaths, playstyle ratios | 02-player |
| — | — | — | — | — | — |
| 16 | 16_BPC_InteractionDetector |
BPC_ Component |
ActorComponent |
Raycast-based interaction detection, hold/press, prompt display | 03-interaction |
| 17 | 17_I_HidingSpot |
I_ Interface |
Interface |
Interface for hideable world objects (lockers, cover, grass) | 03-interaction |
| 18 | 18_BPC_DiegeticDisplay |
BPC_ Component |
ActorComponent |
In-world screen displays (wristwatch, monitors, holograms) | 03-interaction |
| 19 | 19_BP_DoorActor |
BP_ Actor |
Actor |
Physical door with open/close/lock/barricade/trap states | 03-interaction |
| 20 | 20_BP_PuzzleDeviceActor |
BP_ Actor |
Actor |
Puzzle device base; state machine, solution checking, reward | 03-interaction |
| 21 | 21_BPC_ContextualTraversalSystem |
BPC_ Component |
ActorComponent |
Contextual vault/mantle/slide/squeeze/climb via Motion Warping | 03-interaction |
| 22 | 22_BPC_PhysicsDragSystem |
BPC_ Component |
ActorComponent |
Grab, drag, and release physics objects | 03-interaction |
| 23 | 23_BPC_UsableWorldObjectSystem |
BPC_ Component |
ActorComponent |
Generic world object use (levers, valves, buttons, panels) | 03-interaction |
| — | — | — | — | — | — |
| 24 | 24_BPC_ContainerInventory |
BPC_ Component |
ActorComponent |
World container inventory (chests, drawers, cabinets, safes) | 04-inventory |
| 25 | 25_BP_ItemPickup |
BP_ Actor |
Actor |
Physical item pickup in world with bob/rotate, pickup animation | 04-inventory |
| 26 | 26_BPC_ActiveItemSystem |
BPC_ Component |
ActorComponent |
Quick-slot item management; contextual item use | 04-inventory |
| 27 | 27_BPC_CollectibleTracker |
BPC_ Component |
ActorComponent |
Collectible tracking; found count, set bonuses, reward unlocks | 04-inventory |
| 28 | 28_BPC_ConsumableSystem |
BPC_ Component |
ActorComponent |
Consumable use (health packs, syringes, temporary buffs) | 04-inventory |
| 29 | 29_BPC_DocumentArchiveSystem |
BPC_ Component |
ActorComponent |
Document/journal archive; read, categorize, flag as important | 04-inventory |
| 30 | 30_BPC_EquipmentSlotSystem |
BPC_ Component |
ActorComponent |
Equipment slots (weapon, armor, tool); equip/unequip validation | 04-inventory |
| 31 | 31_BPC_InventorySystem |
BPC_ Component |
ActorComponent |
Core inventory grid; add/remove/sort/stack/weight management | 04-inventory |
| 32 | 32_BPC_ItemCombineSystem |
BPC_ Component |
ActorComponent |
Item combination crafting; recipe validation, result generation | 04-inventory |
| 33 | 33_BPC_JournalSystem |
BPC_ Component |
ActorComponent |
Quest/objective journal; active quests, completed, failed | 04-inventory |
| 34 | 34_BPC_KeyItemSystem |
BPC_ Component |
ActorComponent |
Key item tracking; use-on-target, consumed-on-use | 04-inventory |
| — | — | — | — | — | — |
| 35 | 35_SS_SaveManager |
SS_ Subsystem |
GameInstanceSubsystem |
Save/load subsystem; slot management, serializer, manifest | 05-saveload |
| 36 | 36_I_Persistable |
I_ Interface |
Interface |
Persistence interface for any actor that saves state | 05-saveload |
| 37 | 37_BP_Checkpoint |
BP_ Actor |
Actor |
Checkpoint actor; respawn point, activation, save-on-touch | 05-saveload |
| 38 | 38_BPC_AltDeathSpaceSystem |
BPC_ Component |
ActorComponent |
Alternate death/void space; enter, explore, find exit | 05-saveload |
| 39 | 39_BPC_DeathHandlingSystem |
BPC_ Component |
ActorComponent |
Death orchestrator; outcome determination, animation, respawn | 05-saveload |
| 40 | 40_BPC_PersistentCorpseSystem |
BPC_ Component |
ActorComponent |
Corpse persistence across death/respawn/level transitions | 05-saveload |
| 41 | 41_BPC_PersistentWorldStateRecorder |
BPC_ Component |
ActorComponent |
Records world state changes (doors, items, enemies) for save | 05-saveload |
| 42 | 42_BPC_PlayerRespawnSystem |
BPC_ Component |
ActorComponent |
Respawn logic; checkpoint resolution, state restoration | 05-saveload |
| 43 | 43_BPC_RunHistoryTracker |
BPC_ Component |
ActorComponent |
Run/session history; death count, time, checkpoint progression | 05-saveload |
| — | — | — | — | — | — |
| 44 | 44_SS_UIManager |
SS_ Subsystem |
GameInstanceSubsystem |
UI subsystem; menu stack, context-based UI switching, input mode | 06-ui |
| 45 | 45_WBP_AccessibilityUI |
WBP_ Widget |
UserWidget |
Accessibility settings UI; subtitles, colorblind, controller | 06-ui |
| 46 | 46_WBP_DiegeticHUDFrame |
WBP_ Widget |
UserWidget |
Diegetic in-world HUD frame (on wristwatch, helmet, etc.) | 06-ui |
| 47 | 47_WBP_HUDController |
WBP_ Widget |
UserWidget |
Root HUD widget; manages all HUD sub-widgets | 06-ui |
| 48 | 48_WBP_InteractionPromptDisplay |
WBP_ Widget |
UserWidget |
Interaction prompt popup; shows key, description, hold progress | 06-ui |
| 49 | 49_WBP_InventoryMenu |
WBP_ Widget |
UserWidget |
Inventory grid UI; drag-drop, sort, examine, equip, drop | 06-ui |
| 50 | 50_WBP_JournalDocumentViewer |
WBP_ Widget |
UserWidget |
Document/journal viewer; pages, font styles, highlights | 06-ui |
| 51 | 51_WBP_MainMenu |
WBP_ Widget |
UserWidget |
Main menu; new game, continue, load, settings, quit | 06-ui |
| 52 | 52_WBP_MenuFlowController |
WBP_ Widget |
UserWidget |
Menu state machine; manages menu transitions and back navigation | 06-ui |
| 53 | 53_WBP_NotificationToast |
WBP_ Widget |
UserWidget |
Toast notification; objective update, item found, achievement | 06-ui |
| 54 | 54_WBP_ObjectiveDisplay |
WBP_ Widget |
UserWidget |
Active objective HUD element; shows current quest/objective | 06-ui |
| 55 | 55_WBP_PauseMenu |
WBP_ Widget |
UserWidget |
Pause menu; resume, settings, save, load, quit to menu | 06-ui |
| 56 | 56_WBP_ScreenEffectController |
WBP_ Widget |
UserWidget |
Full-screen effects; damage vignette, stress, healing, flash | 06-ui |
| 57 | 57_WBP_SettingsMenu |
WBP_ Widget |
UserWidget |
Settings menu; audio, video, controls, gameplay, accessibility | 06-ui |
| — | — | — | — | — | — |
| 58 | 58_BPC_NarrativeStateSystem |
BPC_ Component |
ActorComponent |
Narrative state machine; flags, milestones, chapter progression | 07-narrative |
| 59 | 59_BPC_ObjectiveSystem |
BPC_ Component |
ActorComponent |
Objective tracker; activate, complete, fail, branching objectives | 07-narrative |
| 60 | 60_BPC_DialoguePlaybackSystem |
BPC_ Component |
ActorComponent |
Dialogue playback; line queue, VO, subtitles, auto-advance | 07-narrative |
| 61 | 61_BPC_DialogueChoiceSystem |
BPC_ Component |
ActorComponent |
Dialogue choices; present, select, filter by flags, consequence | 07-narrative |
| 62 | 62_BPC_BranchingConsequenceSystem |
BPC_ Component |
ActorComponent |
Narrative consequence execution; state changes, item grants, triggers | 07-narrative |
| 63 | 63_BPC_TrialScenarioSystem |
BPC_ Component |
ActorComponent |
Timed trial/puzzle scenario; begin, evaluate, success/fail | 07-narrative |
| 64 | 64_BPC_CutsceneBridge |
BPC_ Component |
ActorComponent |
Cutscene bridge; play, skip, milestone flags, camera transfer | 07-narrative |
| 65 | 65_BPC_LoreUnlockSystem |
BPC_ Component |
ActorComponent |
Lore/journal entry unlock; trigger, categorize, notify | 07-narrative |
| 66 | 66_DA_NarrativeDataAssets |
DA_ Data Asset |
PrimaryDataAsset |
Narrative data assets (DialogueData, CutsceneData, ScenarioData) | 07-narrative |
| 67 | 67_BP_NarrativeTriggerVolume |
BP_ Actor |
TriggerVolume |
Narrative trigger volume; sets flags, starts dialogue/scene | 07-narrative |
| 68 | 68_BPC_EndingAccumulator |
BPC_ Component |
ActorComponent |
Ending tracker; accumulates ending conditions, determines outcome | 07-narrative |
| — | — | — | — | — | — |
| 69 | 69_BP_WeaponBase |
BP_ Actor |
Actor |
Weapon base actor; fire, equip, holster, FX, audio | 08-weapons |
| 70 | 70_BPC_AmmoComponent |
BPC_ Component |
ActorComponent |
Ammo pool; reserve/loaded, ammo types, pickup | 08-weapons |
| 71 | 71_BPC_CombatFeedbackComponent |
BPC_ Component |
ActorComponent |
Combat feedback; hit markers, kill confirm, damage direction | 08-weapons |
| 72 | 72_BPC_DamageReceptionSystem |
BPC_ Component |
ActorComponent |
Damage reception; calculate, resist, apply, stagger, knockdown | 08-weapons |
| 73 | 73_BPC_DeathCauseTracker |
BPC_ Component |
ActorComponent |
Death cause logging; killing blow, killer identity, damage type | 08-weapons |
| 74 | 74_BPC_FirearmSystem |
BPC_ Component |
ActorComponent |
Firearm specialization; fire modes, chamber check, aim down sights | 08-weapons |
| 75 | 75_BPC_HitReactionSystem |
BPC_ Component |
ActorComponent |
Hit reaction; directional flinch, stagger, knockdown animations | 08-weapons |
| 76 | 76_BPC_MeleeSystem |
BPC_ Component |
ActorComponent |
Melee weapon; combos, hit detection, block, parry, riposte | 08-weapons |
| 77 | 77_BPC_RecoilSystem |
BPC_ Component |
ActorComponent |
Recoil; camera spring arm offset, pattern, recovery | 08-weapons |
| 78 | 78_BPC_ReloadSystem |
BPC_ Component |
ActorComponent |
Reload; tactical/empty reload, notifies, interrupt | 08-weapons |
| 79 | 79_BPC_ShieldDefenseSystem |
BPC_ Component |
ActorComponent |
Shield defense; block, durability, break, stun | 08-weapons |
| — | — | — | — | — | — |
| 80 | 80_BP_EnemyBase |
BP_ Actor |
Character |
Enemy base character; health, combat, patrol, death | 09-ai |
| 81 | 81_BP_PatrolPath |
BP_ Actor |
Actor |
Patrol path spline; waypoints, wait times, loop | 09-ai |
| 82 | 82_BPC_AlertSystem |
BPC_ Component |
ActorComponent |
AI alert system; suspicious→alerted→combat states | 09-ai |
| 83 | 83_BPC_AIStateMachine |
BPC_ Component |
ActorComponent |
AI state machine; Patrol/Search/Combat/Flee transitions | 09-ai |
| 84 | 84_AI_BaseAgentController |
AI_ Controller |
AIController |
Base AI controller; behavior tree runner, perception init | 09-ai |
| 85 | 85_BB_AgentBoard |
BB_ Blackboard |
BlackboardData |
AI blackboard definition; all keys for enemy AI | 09-ai |
| 86 | 86_BPC_AIMemorySystem |
BPC_ Component |
ActorComponent |
AI memory; last known locations, threat history, investigation | 09-ai |
| 87 | 87_BPC_AIPerceptionSystem |
BPC_ Component |
ActorComponent |
AI perception; sight, hearing, damage sense, team awareness | 09-ai |
| 88 | 88_BPC_BehaviourVariantSelector |
BPC_ Component |
ActorComponent |
Behavior variant selection; weighted random from DA_BehaviourVariant set | 09-ai |
| — | — | — | — | — | — |
| 89 | 89_BPC_DifficultyManager |
BPC_ Component |
ActorComponent |
Dynamic difficulty; metric-based scaling, adaptive tuning | 10-adaptive |
| 90 | 90_BPC_FearSystem |
BPC_ Component |
ActorComponent |
Fear system (AI + player); fear states, cower, flee | 10-adaptive |
| 91 | 91_BPC_PerformanceScaler |
BPC_ Component |
ActorComponent |
Performance scaling; LOD, spawn distance, effect quality | 10-adaptive |
| 92 | 92_BPC_ProceduralEncounter |
BPC_ Component |
ActorComponent |
Procedural encounter generation; difficulty-based spawn groups | 10-adaptive |
| 93 | 93_BPC_AdaptiveEnvironmentDirector |
BPC_ Component |
ActorComponent |
Adaptive environment; room mutation, event coordination | 10-adaptive |
| 94 | 94_BPC_AtmosphereStateController |
BPC_ Component |
ActorComponent |
Atmosphere state; room tone, tension, mood | 10-adaptive |
| 95 | 95_BPC_AudioAtmosphereController |
BPC_ Component |
ActorComponent |
Audio atmosphere; ambient layer crossfade, dynamic mixing | 10-adaptive |
| 96 | 96_BPC_LightEventController |
BPC_ Component |
ActorComponent |
Light event; flicker, dim, color shift, strobe | 10-adaptive |
| 97 | 97_BPC_MemoryDriftSystem |
BPC_ Component |
ActorComponent |
Memory drift; visual/audio/dialogue distortions based on stress | 10-adaptive |
| 98 | 98_BPC_PacingDirector |
BPC_ Component |
ActorComponent |
Pacing director; intensity bands, encounter frequency, music | 10-adaptive |
| 99 | 99_BPC_PlaystyleClassifier |
BPC_ Component |
ActorComponent |
Playstyle classifier; Aggressive/Stealthy/Explorer/Balanced | 10-adaptive |
| 100 | 100_BPC_RareEventSystem |
BPC_ Component |
ActorComponent |
Rare event system; weighted selection, trigger, cooldown | 10-adaptive |
| 101 | 101_BPC_ScareEventSystem |
BPC_ Component |
ActorComponent |
Scare event system; jump scares, anticipation, recovery | 10-adaptive |
| — | — | — | — | — | — |
| 102 | 102_BPC_ProgressStatTracker |
BPC_ Component |
ActorComponent |
Progress stats; total playtime, collectibles, achievements progress | 11-meta |
| 103 | 103_SS_AchievementSystem |
SS_ Subsystem |
GameInstanceSubsystem |
Achievement subsystem; unlock, notify, platform integration | 11-meta |
| — | — | — | — | — | — |
| 104 | 104_BPC_AccessibilitySettings |
BPC_ Component |
ActorComponent |
Accessibility; subtitles, colorblind, controller remap, difficulty | 12-settings |
| 105 | 105_SS_SettingsSystem |
SS_ Subsystem |
GameInstanceSubsystem |
Settings subsystem; persistent settings, apply, reset, platform | 12-settings |
| — | — | — | — | — | — |
| 106 | 106_BPC_AnalyticsTracker |
BPC_ Component |
ActorComponent |
Analytics; event tracking, session metrics, telemetry | 13-polish |
| 107 | 107_BPC_DevCheatManager |
BPC_ Component |
ActorComponent |
Developer cheats; god mode, noclip, give item, teleport | 13-polish |
| 108 | 108_BPC_ErrorHandler |
BPC_ Component |
ActorComponent |
Error handler; crash logging, error display, recovery | 13-polish |
| 109 | 109_BPC_FPSCounter |
BPC_ Component |
ActorComponent |
FPS counter; display, min/max/avg tracking | 13-polish |
| 110 | 110_BPC_LoadingScreen |
BPC_ Component |
ActorComponent |
Loading screen; progress bar, tips, background | 13-polish |
| 111 | 111_BPC_TutorialSystem |
BPC_ Component |
ActorComponent |
Tutorial system; contextual prompts, progression, dismiss | 13-polish |
| 112 | 112_WBP_CreditsScreen |
WBP_ Widget |
UserWidget |
Credits screen; scroll, skip, post-credit scene trigger | 13-polish |
| 113 | 113_WBP_DebugMenu |
WBP_ Widget |
UserWidget |
Debug menu; state viewer, log, performance, cheats | 13-polish |
| 114 | 114_WBP_SplashScreen |
WBP_ Widget |
UserWidget |
Splash screen; studio logo, engine logo, skip | 13-polish |
| — | — | — | — | — | — |
| 115 | 115_DA_AdaptationRule |
DA_ Data Asset |
PrimaryDataAsset |
Difficulty adaptation rule data | 14-data-assets |
| 116 | 116_DA_AtmosphereProfile |
DA_ Data Asset |
PrimaryDataAsset |
Atmosphere profile; audio, lighting, fog, post-process | 14-data-assets |
| 117 | 117_DA_BehaviourVariant |
DA_ Data Asset |
PrimaryDataAsset |
AI behavior variant; attack patterns, patrol style, aggression | 14-data-assets |
| 118 | 118_DA_DataAssetArchitecture |
— | — | Data asset architecture overview (all DA_ types) | 14-data-assets |
| 119 | 119_DA_EncounterData |
DA_ Data Asset |
PrimaryDataAsset |
Encounter definition; enemy groups, spawn rules, difficulty | 14-data-assets |
| 120 | 120_DA_EquipmentConfig |
DA_ Data Asset |
PrimaryDataAsset |
Equipment configuration; weapon stats, armor, haptics | 14-data-assets |
| 121 | 121_DA_HapticProfile |
DA_ Data Asset |
PrimaryDataAsset |
Haptic/force feedback profile | 14-data-assets |
| 122 | 122_DA_InteractionData |
DA_ Data Asset |
PrimaryDataAsset |
Interaction definition; prompt text, duration, icon, conditions | 14-data-assets |
| 123 | 123_DA_ObjectiveData |
DA_ Data Asset |
PrimaryDataAsset |
Objective/quest data; description, prerequisites, rewards | 14-data-assets |
| 124 | 124_DA_PuzzleData |
DA_ Data Asset |
PrimaryDataAsset |
Puzzle definition; solution, steps, hints, rewards | 14-data-assets |
| 125 | 125_DA_RareEvent |
DA_ Data Asset |
PrimaryDataAsset |
Rare event definition; weight, conditions, effects | 14-data-assets |
| 126 | 126_DA_RoomMutation |
DA_ Data Asset |
PrimaryDataAsset |
Room mutation; layout change, object swap, lighting | 14-data-assets |
| 127 | 127_DA_ScareEvent |
DA_ Data Asset |
PrimaryDataAsset |
Scare event definition; type, anticipation, payoff | 14-data-assets |
| 128 | 128_SS_EnhancedInputManager |
SS_ Subsystem |
GameInstanceSubsystem |
Enhanced input manager; context switching, rebinding, platform profiles | 15-input |
| 129 | 129_DA_InputMappingProfile |
DA_ Data Asset |
PrimaryDataAsset |
Input mapping profile per platform (PC, Xbox, PS5) | 14-data-assets |
| — | — | — | — | — | — |
| 130 | 130_BPC_StateManager |
BPC_ Component |
ActorComponent |
Central state authority; action gating, overlay, GASP liaison, vital signs | 16-state |
| 131 | 131_DA_StateGatingTable |
DA_ Data Asset |
PrimaryDataAsset |
All state gating rules (37 action rules); designer-editable | 16-state |
| 132 | 132_SS_AudioManager |
SS_ Subsystem |
GameInstanceSubsystem |
Single audio entry point; 4 MetaSound buses, room zones, settings | 10-adaptive |
| 133 | 133_BP_RoomAudioZone |
BP_ Actor |
TriggerVolume |
Room audio zone; auto-switches reverb on overlap via push/pop stack | 10-adaptive |
| 134 | 134_DA_AudioSettings |
DA_ Data Asset |
PrimaryDataAsset |
Audio bus configs, volume defaults, ducking, pool limits | 14-data-assets |
| 135 | 135_DA_RoomAcousticPreset |
DA_ Data Asset |
PrimaryDataAsset |
Room acoustic profile; 7 presets (Outdoor, SmallRoom, Cave, etc.) | 14-data-assets |
Asset Type Summary
| Prefix | Type | Count |
|---|---|---|
BPC_ |
Blueprint Component | 80 |
BP_ |
Blueprint Actor | 11 |
WBP_ |
Widget Blueprint | 14 |
DA_ |
Data Asset | 19 |
SS_ |
GameInstance Subsystem | 7 |
GI_ |
Game Instance | 2 |
GM_ |
Game Mode | 1 |
GS_ |
Game State | 1 |
I_ |
Interface | 3 |
FL_ |
Function Library | 1 |
AI_ |
AI Controller | 1 |
BB_ |
Blackboard | 1 |
E_ |
Enum | 5 |
| Total | 146 |
Dependency Map (Which Systems Talk to Which)
Below are the most cross-referenced systems — these are the ones the State Manager must coordinate:
| System | Referenced By (Inbound) |
|---|---|
BPC_HealthSystem (08) |
StateManager (death binding), DeathHandling, HitReaction, DamageReception, CombatFeedback, StressSystem |
BPC_MovementStateSystem (11) |
StateManager, GASP AnimBP, Stamina, Camera, InteractionDetector, AudioAtmosphere |
BPC_HidingSystem (12) |
StateManager, AIPerception, StressSystem, CameraStateLayer |
BPC_DeathHandlingSystem (39) |
HealthSystem, StateManager, AltDeathSpace, Corpse, Respawn, RunHistory, UIManager |
SS_EnhancedInputManager (128) |
StateManager (context changes), all WBP_ menus, PlayerController |
BPC_StateManager (130) |
EVERY system (central query point) |
SS_AudioManager (132) |
ALL systems that play audio, BP_RoomAudioZone, WBP_SettingsMenu, BPC_StateManager (heart rate → audio) |
ABP_GASP (external) |
StateManager (overlay + action intensity), MovementState, Hiding, Stamina, Embodiment |
Alphabetical Quick-Find
| Asset Name | # | Asset Name | # | Asset Name | # |
|---|---|---|---|---|---|
AI_BaseAgentController |
84 | BP_ItemPickup |
25 | BPC_PlayerMetricsTracker |
15 |
BB_AgentBoard |
85 | BP_NarrativeTriggerVolume |
67 | BPC_PlayerRespawnSystem |
42 |
BP_Checkpoint |
37 | BP_PatrolPath |
81 | BPC_ProceduralEncounter |
92 |
BP_DoorActor |
19 | BP_PuzzleDeviceActor |
20 | BPC_ProgressStatTracker |
102 |
BP_EnemyBase |
80 | BP_WeaponBase |
69 | BPC_RareEventSystem |
100 |
BPC_AccessibilitySettings |
104 | BPC_ActiveItemSystem |
26 | BPC_RecoilSystem |
77 |
BPC_AdaptiveEnvironmentDirector |
93 | BPC_AIMemorySystem |
86 | BPC_ReloadSystem |
78 |
BPC_AIPerceptionSystem |
87 | BPC_AIStateMachine |
83 | BPC_RunHistoryTracker |
43 |
BPC_AlertSystem |
82 | BPC_AltDeathSpaceSystem |
38 | BPC_ScareEventSystem |
101 |
BPC_AmmoComponent |
70 | BPC_AnalyticsTracker |
106 | BPC_ShieldDefenseSystem |
79 |
BPC_AtmosphereStateController |
94 | BPC_BehaviourVariantSelector |
88 | BPC_StateManager |
130 |
BPC_AudioAtmosphereController |
95 | BPC_BranchingConsequenceSystem |
62 | BPC_StressSystem |
10 |
BPC_CameraStateLayer |
14 | BPC_CollectibleTracker |
27 | BPC_TrialScenarioSystem |
63 |
BPC_CombatFeedbackComponent |
71 | BPC_ConsumableSystem |
28 | BPC_TutorialSystem |
111 |
BPC_ContainerInventory |
24 | BPC_ContextualTraversalSystem |
21 | BPC_UsableWorldObjectSystem |
23 |
BPC_CutsceneBridge |
64 | BPC_DamageReceptionSystem |
72 | DA_AdaptationRule |
115 |
BPC_DeathCauseTracker |
73 | BPC_DeathHandlingSystem |
39 | DA_AtmosphereProfile |
116 |
BPC_DevCheatManager |
107 | BPC_DialogueChoiceSystem |
61 | DA_BehaviourVariant |
117 |
BPC_DialoguePlaybackSystem |
60 | BPC_DiegeticDisplay |
18 | DA_DataAssetArchitecture |
118 |
BPC_DifficultyManager |
89 | BPC_DocumentArchiveSystem |
29 | DA_EncounterData |
119 |
BPC_EmbodimentSystem |
13 | BPC_EndingAccumulator |
68 | DA_EquipmentConfig |
120 |
BPC_EquipmentSlotSystem |
30 | BPC_ErrorHandler |
108 | DA_HapticProfile |
121 |
BPC_FearSystem |
90 | BPC_FirearmSystem |
74 | DA_InputMappingProfile |
129 |
BPC_FPSCounter |
109 | BPC_HealthSystem |
8 | DA_InteractionData |
122 |
BPC_HidingSystem |
12 | BPC_HitReactionSystem |
75 | DA_ItemData |
7 |
BPC_InteractionDetector |
16 | BPC_InventorySystem |
31 | DA_NarrativeDataAssets |
66 |
BPC_ItemCombineSystem |
32 | BPC_JournalSystem |
33 | DA_ObjectiveData |
123 |
BPC_KeyItemSystem |
34 | BPC_LightEventController |
96 | DA_PuzzleData |
124 |
BPC_LoadingScreen |
110 | BPC_LoreUnlockSystem |
65 | DA_RareEvent |
125 |
BPC_MeleeSystem |
76 | BPC_MemoryDriftSystem |
97 | DA_RoomMutation |
126 |
BPC_MovementStateSystem |
11 | BPC_NarrativeStateSystem |
58 | DA_ScareEvent |
127 |
BPC_ObjectiveSystem |
59 | BPC_PacingDirector |
98 | DA_StateGatingTable |
131 |
BPC_PerformanceScaler |
91 | BPC_PersistentCorpseSystem |
40 | ||
BPC_PersistentWorldStateRecorder |
41 | BPC_PhysicsDragSystem |
22 | ||
FL_GameUtilities |
2 | GI_GameFramework |
4 | ||
GI_StarterGameInstance |
— | GI_GameTagRegistry |
1 | GM_CoreGameMode |
5 |
DA_GameTagRegistry |
1 | GM_CoreGameMode |
5 | ||
GS_CoreGameState |
6 | HidingSpot |
17 | ||
I_InterfaceLibrary |
3 | I_Persistable |
36 | ||
SS_AchievementSystem |
103 | SS_EnhancedInputManager |
128 | ||
SS_SaveManager |
35 | SS_SettingsSystem |
105 | ||
SS_UIManager |
44 | WBP_AccessibilityUI |
45 | ||
WBP_CreditsScreen |
112 | WBP_DebugMenu |
113 | ||
WBP_DiegeticHUDFrame |
46 | WBP_HUDController |
47 | ||
WBP_InteractionPromptDisplay |
48 | WBP_InventoryMenu |
49 | ||
WBP_JournalDocumentViewer |
50 | WBP_MainMenu |
51 | ||
WBP_MenuFlowController |
52 | WBP_NotificationToast |
53 | ||
WBP_ObjectiveDisplay |
54 | WBP_PauseMenu |
55 | ||
WBP_ScreenEffectController |
56 | WBP_SettingsMenu |
57 | ||
WBP_SplashScreen |
114 | BP_RoomAudioZone |
133 | DA_AudioSettings |
134 |
DA_RoomAcousticPreset |
135 | SS_AudioManager |
132 |
Master Blueprint Index v3.1 — The single reference document for every file in the framework. Now 135 files with State Management, MetaSounds Audio, and Multiplayer Networking support.
Multiplayer Networking
See docs/architecture/multiplayer-networking.md for the full networking architecture specification. All blueprint specs include replication stubs, Server RPCs, and authority patterns. Developer docs include Multiplayer Networking sections per category.