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UE5-Modular-Game-Framework/docs/checklists/cpp-blueprint-status.md

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C++ & Blueprint Status Checklist — All 135 Systems

Version: 1.0 | Generated: 2026-05-20

Complete status grid for every system in the UE5 Modular Game Framework. Use this to track: which systems have C++ code written, which Blueprint specs are complete, and what Blueprint assets remain to create.


Legend

Symbol Meaning
Done — C++ files written, BP spec complete
🟡 Partial — C++ stub (references siblings, needs subsystem wiring)
🔵 BP Spec Only — Full Blueprint spec exists, no C++ written
Content Asset — Create Data Asset/Table instances (not code)
Not Started — Spec exists but asset not created

Abbreviations:

  • C++ H/CPP = C++ header and source files exist in Source/PG_Framework/
  • BP Spec = Blueprint specification file exists in docs/blueprints/
  • BP Asset = Blueprint asset to create in UE5 Content Browser
  • MI Guide = Manual Implementation Guide (node-by-node) in spec file

Phase 0: Foundation (01-core — 7 systems)

# System C++ H/CPP BP Spec BP Asset to Create Status
01 DA_GameTagRegistry Core/DA_GameTagRegistry 01_DA_GameTagRegistry.md Data Asset instance: DA_GameTagRegistry (assign TagDataTables)
02 FL_GameUtilities Core/FL_GameUtilities 02_FL_GameUtilities.md None (static library)
03 I_InterfaceLibrary Core/I_InterfaceLibrary.h 03_I_InterfaceLibrary.md None (implement on actors)
04 GI_GameFramework Core/GI_GameFramework 04_GI_GameFramework.md BP_GameFramework (GameInstance child)
05 GM_CoreGameMode Core/GM_CoreGameMode 05_GM_CoreGameMode.md BP_CoreGameMode (GameMode child)
06 GS_CoreGameState Core/GS_CoreGameState 06_GS_CoreGameState.md BP_CoreGameState (GameState child)
07 DA_ItemData Inventory/DA_ItemData 07_DA_ItemData.md Data Asset instances: DA_Item_* per item
GI_StarterGameInstance 🔵 (superseded by 04) GI_StarterGameInstance.md BP_StarterGameInstance (or skip, use 04) 🟡

Data Tables (01-core root)

Asset Status
DT_Tags_Player.csv Create Data Table, import CSV
DT_Tags_Interaction.csv Create Data Table, import CSV
DT_Tags_Item.csv Create Data Table, import CSV
DT_Tags_Narrative.csv Create Data Table, import CSV
DT_Tags_AI.csv Create Data Table, import CSV
DT_Tags_Save.csv Create Data Table, import CSV
DT_Tags_Environment.csv Create Data Table, import CSV
DT_Tags_Combat.csv Create Data Table, import CSV
DT_Tags_State.csv Create Data Table, import CSV
DT_Tags_Audio.csv Create Data Table, import CSV
DT_Tags_Achievement.csv Create Data Table, import CSV

Phase 1: Player Core (02-player — 8 systems)

# System C++ H/CPP BP Spec BP Asset to Create Status
08 BPC_HealthSystem 🔵 BP-only 08_BPC_HealthSystem.md BP child → attach to pawn 🔵
09 BPC_StaminaSystem 🔵 BP-only 09_BPC_StaminaSystem.md BP child → attach to pawn 🔵
10 BPC_StressSystem 🔵 BP-only 10_BPC_StressSystem.md BP child → attach to pawn 🔵
11 BPC_MovementStateSystem 🔵 BP-only 11_BPC_MovementStateSystem.md BP child → attach to pawn 🔵
12 BPC_HidingSystem 🔵 BP-only 12_BPC_HidingSystem.md BP child → attach to pawn 🔵
13 BPC_EmbodimentSystem 🔵 BP-only 13_BPC_EmbodimentSystem.md BP child → attach to pawn 🔵
14 BPC_CameraStateLayer 🔵 BP-only 14_BPC_CameraStateLayer.md BP child → attach to pawn 🔵
15 BPC_PlayerMetricsTracker 🔵 BP-only 15_BPC_PlayerMetricsTracker.md BP child → attach to pawn 🔵

Phase 2-14: All Remaining Systems

Interaction (03-interaction — 8 systems)

# System C++ BP Spec BP Asset
16 BPC_InteractionDetector 🔵 BP child
17 I_HidingSpot 🔵 Implement on BP actors
18 BPC_DiegeticDisplay 🔵 BP child
19 BP_DoorActor 🔵 BP actor child
20 BP_PuzzleDeviceActor 🔵 BP actor child
21 BPC_ContextualTraversalSystem 🔵 BP child
22 BPC_PhysicsDragSystem 🔵 BP child
23 BPC_UsableWorldObjectSystem 🔵 BP child

Inventory (04-inventory — 11 systems)

# System C++ BP Spec BP Asset
24 BPC_ContainerInventory 🔵 BP child
25 BP_ItemPickup 🔵 BP actor child
26 BPC_ActiveItemSystem 🔵 BP child
27 BPC_CollectibleTracker 🔵 BP child
28 BPC_ConsumableSystem 🔵 BP child
29 BPC_DocumentArchiveSystem 🔵 BP child
30 BPC_EquipmentSlotSystem 🔵 BP child
31 BPC_InventorySystem Inventory/BPC_InventorySystem None (use C++ component directly)
32 BPC_ItemCombineSystem 🔵 BP child
33 BPC_JournalSystem 🔵 BP child
34 BPC_KeyItemSystem 🔵 BP child

Save/Load (05-saveload — 9 systems)

# System C++ BP Spec BP Asset
35 SS_SaveManager Save/SS_SaveManager None (auto-created subsystem)
36 I_Persistable Core/I_InterfaceLibrary.h Implement on actors
37 BP_Checkpoint 🔵 BP actor child
38 BPC_AltDeathSpaceSystem 🔵 BP child
39 BPC_DeathHandlingSystem 🔵 BP child
40 BPC_PersistentCorpseSystem 🔵 BP child
41 BPC_PersistentWorldStateRecorder 🔵 BP child
42 BPC_PlayerRespawnSystem 🔵 BP child
43 BPC_RunHistoryTracker 🔵 BP child

UI (06-ui — 14 systems)

# System C++ BP Spec BP Asset
44 SS_UIManager 🔵 BP child (auto-created subsystem)
45 WBP_AccessibilityUI 🔵 Widget BP
46 WBP_DiegeticHUDFrame 🔵 Widget BP
47 WBP_HUDController 🔵 Widget BP
48 WBP_InteractionPromptDisplay 🔵 Widget BP
49 WBP_InventoryMenu 🔵 Widget BP
50 WBP_JournalDocumentViewer 🔵 Widget BP
51 WBP_MainMenu 🔵 Widget BP
52 WBP_MenuFlowController 🔵 Widget BP
53 WBP_NotificationToast 🔵 Widget BP
54 WBP_ObjectiveDisplay 🔵 Widget BP
55 WBP_PauseMenu 🔵 Widget BP
56 WBP_ScreenEffectController 🔵 Widget BP
57 WBP_SettingsMenu 🔵 Widget BP

Narrative (07-narrative — 11 systems)

# System C++ BP Spec BP Asset
58-68 All 11 systems 🔵 BP children + DA instances

Weapons (08-weapons — 11 systems)

# System C++ BP Spec BP Asset
69 BP_WeaponBase 🔵 BP actor child
70 BPC_AmmoComponent 🔵 BP child
71 BPC_CombatFeedbackComponent 🔵 BP child
72 BPC_DamageReceptionSystem Weapons/BPC_DamageReceptionSystem None (use C++ component)
73 BPC_DeathCauseTracker 🔵 BP child
74 BPC_FirearmSystem 🔵 BP child
75 BPC_HitReactionSystem 🔵 BP child
76 BPC_MeleeSystem 🔵 BP child
77 BPC_RecoilSystem 🔵 BP child
78 BPC_ReloadSystem 🔵 BP child
79 BPC_ShieldDefenseSystem 🔵 BP child

AI (09-ai — 9 systems)

# System C++ BP Spec BP Asset
80-88 All 9 systems 🔵 BP children

Adaptive (10-adaptive — 15 systems)

# System C++ BP Spec BP Asset
89-101 All 13 core 🔵 BP children
132 SS_AudioManager 🔵 BP child (auto-created subsystem)
133 BP_RoomAudioZone 🔵 BP actor child

Meta, Settings, Polish (11-13 — 13 systems)

# System C++ BP Spec BP Asset
102-114 All 13 systems 🔵 BP children + widget BPs

Data Assets (14-data-assets — 16 systems)

# System C++ BP Spec BP Asset
115-127, 129, 134-135 All 16 systems 🔵 Data Asset instances (per content item)

Input + State (15-16 — 3 systems)

# System C++ BP Spec BP Asset
128 SS_EnhancedInputManager Input/SS_EnhancedInputManager None (auto-created subsystem)
130 BPC_StateManager Player/BPC_StateManager None (use C++ component)
131 DA_StateGatingTable 🔵 Data Asset instance (37 rules)

Summary Counts

Category Count
C++ systems written 12
BP spec files complete 135 + 1 starter = 136
BP components to create 76 (80 BPC_ total 4 C++)
BP actors to create 11
Widget BPs to create 14
Data Asset instances to create Per-project (18 DA_ definitions)
GameInstance subsystems (auto-created) 7 (3 in C++, 4 BP)
Data Tables to create 11

Quick Action List — What to Build Next

Immediate (Phase 0 — Foundation)

  • Create 11 Data Tables, import CSVs, register in Project Settings
  • Create DA_GameTagRegistry Data Asset, assign TagDataTables
  • Create BP_GameFramework (child of GI_GameFramework), assign TagRegistry
  • Create BP_CoreGameMode (child of GM_CoreGameMode), set in Project Settings
  • Create BP_CoreGameState (child of GS_CoreGameState), set in GameMode defaults
  • Create BP_CorePlayerController + BP_CorePlayerState (BP specs 08 area)
  • Create DA_ItemData instances for initial items (weapons, consumables)

Player Pawn Setup

  • Create player pawn BP with GASP
  • Add BPC_StateManager component → assign GatingTable
  • Add BPC_InventorySystem component → set grid size
  • Add BPC_DamageReceptionSystem component → set thresholds
  • Add remaining 76 BPC_* BP children as needed

Data Asset Content

  • Create DA_StateGatingTable instance with 37 rules
  • Create DA_EquipmentConfig instance(s) for armor/weapons
  • Create DA_AudioSettings, DA_RoomAcousticPreset instances
  • Create remaining DA_* instances per project content

Status Checklist v1.0 — Updated 2026-05-20. Regenerate after each implementation phase.