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Game Examples — "Project Void" Horror Game Prototype

Directory: docs/game/ Purpose: Complete reference documentation for building the "Project Void" psychological horror FPS prototype using the UE5 Modular Game Framework. Every document shows exactly what Blueprint assets to create, how to wire them, and how to integrate with framework systems.

These documents are separate from the framework — they describe assets that go in a Content/Game/ folder, not Content/Framework/. The framework provides the rules and systems; these examples show how to build a complete game with them.


Master Index

Document Covers Status
GAMEINDEX.md MASTER REFERENCE — Complete game structure, all 170+ assets, all 135 framework systems mapped, 21-phase build order, scene flow
README.md THIS FILE — How to use these docs, framework separation rules

Core Game Systems (Build Phase 1)

Document Asset(s) Systems Demonstrated
core-gameinstance.md GI_HorrorGame GI_GameFramework (04) — boot sequence, subsystem init, save slots
core-gamemode.md GM_HorrorGameMode GM_CoreGameMode (05) — spawn rules, death routing, chapter transitions
core-controller-state.md PC_HorrorController, PS_HorrorPlayerState, GS_HorrorGameState PlayerController, PlayerState, GameState — input routing, player data, global session state

Gameplay Systems (Build Phases 2-6)

Document Assets Systems Demonstrated
scene-flow.md All 11 .umap levels — scene transitions GI_GameFramework, GM_CoreGameMode, SS_UIManager, BPC_LoadingScreen, WBP_SplashScreen — complete boot-to-credits scene loading
playercharacter.md BP_HorrorPlayerCharacter (27 components) All 02-player (8), 03-interaction (1), 04-inventory (8), 08-weapons (5), 16-state (1) — the single most important game asset
levels.md All 11 level maps — layout, objectives, encounters GM_CoreGameMode, BP_DoorActor, BP_Checkpoint, BP_NarrativeTriggerVolume, BPC_ProceduralEncounter
ui-overrides.md 8 WBP_Game* widgets All 14 06-ui systems — MainMenu, HUD, PauseMenu, Inventory, Journal, SplashScreen, DeathScreen, LoadingScreen

Content Systems (Build Phases 5-13)

Document Assets Systems Demonstrated
items-index.md 13 DA_Item_* + 18 BP_Pickup_* characters DA_ItemData (07), BP_ItemPickup (25), BPC_InventorySystem (31), all item types
item-flashlight.md DA_Item_Flashlight + BP_Pickup_Flashlight + BP_Flashlight_Held Tool, I_UsableItem, I_Toggleable — FULL BUILD
item-pistol.md DA_Item_Pistol + BP_Pickup_Pistol + BP_Pistol_Held Weapon, hitscan, ammo, recoil, reload — FULL BUILD
item-medkit.md DA_Item_MedKit + BP_Pickup_MedKit Consumable, health restore — FULL BUILD
item-keycard.md DA_Item_KeycardOmega + BP_Pickup_KeycardOmega + BP_Door_OmegaWing KeyItem, I_Lockable, door unlocking — FULL BUILD
weapons-index.md BP_Pistol_Held, BP_Shotgun_Held, BP_Flashlight_Held, BP_Crowbar_Held BP_WeaponBase (69), BPC_FirearmSystem (74), BPC_MeleeSystem (76), pellet spread, shell reload
enemies-index.md 3 enemy types + 1 NPC + 3 AI controllers + 3 behavior trees + 3 blackboards All 09-ai (9): BP_EnemyBase, BPC_AlertSystem, BPC_AIStateMachine, BPC_AIPerceptionSystem, BPC_AIMemorySystem

Narrative & Progression (Build Phase 13)

Document Assets Systems Demonstrated
narrative-progression.md 4 DA_Dialogue_*, 4 DA_Objective_*, 2 DA_Cutscene_*, 4 BP_NarrativeTriggerVolume, lore entries All 07-narrative (11): BPC_NarrativeStateSystem, BPC_ObjectiveSystem, BPC_DialoguePlaybackSystem, BPC_DialogueChoiceSystem, BPC_BranchingConsequenceSystem, BPC_CutsceneBridge, BPC_EndingAccumulator — 3 endings

Atmosphere, Audio & Scares (Build Phases 14-18)

Document Assets Systems Demonstrated
atmosphere-audio.md 6 DA_AtmosphereProfile, 6 DA_RoomAcousticPreset, 6 DA_ScareEvent, 6 BP_RoomAudioZone, light events, memory drift All 10-adaptive (15) including 132-135 MetaSounds Audio: SS_AudioManager, BP_RoomAudioZone, BPC_ScareEventSystem, BPC_LightEventController, BPC_MemoryDriftSystem, BPC_PacingDirector, BPC_AdaptiveEnvironmentDirector

Save, Death & Persistence (Build Phase 15)

Document Assets Systems Demonstrated
save-checkpoints.md 4 BP_Checkpoint_*, death screen, void space logic All 05-saveload (9): SS_SaveManager, BPC_DeathHandlingSystem, BPC_AltDeathSpaceSystem, BPC_PlayerRespawnSystem, BPC_PersistentCorpseSystem, BPC_PersistentWorldStateRecorder, BPC_RunHistoryTracker, I_Persistable

Polish & State Gating (Build Phases 19-21)

Document Assets Systems Demonstrated
polish-loading-credits.md 6 BP_TutorialTrigger_*, WBP_CreditsScreen, WBP_DebugMenu, BPC_DevCheatManager All 13-polish (9): BPC_TutorialSystem, BPC_LoadingScreen, BPC_AnalyticsTracker, BPC_DevCheatManager, BPC_ErrorHandler, BPC_FPSCounter, WBP_CreditsScreen, WBP_DebugMenu
state-gating-examples.md DA_StateGatingTable_Horror BPC_StateManager (130), DA_StateGatingTable (131) — 15 game-specific gating rules, void space restrictions, horror state logic

Folder Structure in Your UE5 Project

Content/
├── Framework/                    ← Framework systems (READ-ONLY — NEVER modify)
│   ├── Core/                     GI_GameFramework, DA_GameTagRegistry, etc.
│   ├── Player/                   BPC_HealthSystem, BPC_StateManager, etc.
│   ├── Inventory/                BP_ItemPickup base, BPC_InventorySystem
│   ├── Weapons/                  BP_WeaponBase, BPC_FirearmSystem, etc.
│   ├── UI/                       All WBP_* framework widgets
│   ├── AI/                       BP_EnemyBase, AI_BaseAgentController, etc.
│   ├── DataAssets/               All DA_* framework Data Assets
│   ├── Input/                    All IA_* Input Actions, IMC_* Contexts
│   ├── State/                    BPC_StateManager, DA_StateGatingTable, enums
│   ├── Audio/                    MS_* MetaSound buses, SS_AudioManager
│   └── ...
│
└── Game/                         ← YOUR PROJECT CONTENT (this is what you create)
    ├── Core/                     GI_HorrorGame, GM_HorrorGameMode, PC/PS/GS
    ├── Characters/               BP_HorrorPlayerCharacter, BP_Enemy_*, BP_NPC_*
    ├── Items/                    All DA_Item_* Data Assets (13 items)
    ├── Pickups/                  All BP_Pickup_* actors (18 pickups)
    ├── Actors/                   BP_Door_*, BP_Puzzle_*, BP_HidingSpot_*, etc.
    ├── Weapons/                  BP_Pistol_Held, BP_Shotgun_Held, etc.
    ├── UI/                       All WBP_Game* widgets (8 widgets)
    ├── DataAssets/               All DA_* content instances (20+)
    ├── AI/                       AI controllers, behavior trees, blackboards
    ├── Narrative/                DA_Dialogue_*, DA_Objective_*, trigger volumes
    ├── Encounters/               BP_EncounterSpawner_*
    ├── Atmosphere/               BP_LightEvent_*, BP_ScareEvent_*
    ├── Audio/                    BP_RoomAudioZone_*, DA_AudioSettings_Horror
    ├── Save/                     BP_Checkpoint_* instances
    ├── Polish/                   BP_TutorialTrigger_*
    ├── Input/                    Game-specific input overrides (if any)
    └── Maps/                     All 11 .umap levels

Rule: Never modify files in Content/Framework/. Create your assets in Content/Game/ as children of framework classes and reference framework systems via interfaces, event dispatchers, and Data Asset references.


How to Build This Prototype

Phase-by-Phase (from GAMEINDEX.md)

  1. Project Settings — Enable plugins, register 11 GameplayTag Data Tables, set Asset Manager
  2. Core Classes — Create 5 game-specific children of framework classes
  3. Maps — Create splash, menu, and sandbox levels
  4. Player Character — Build BP_HorrorPlayerCharacter with all 27 components
  5. Items & Pickups — Create all 13 Data Assets + 18 pickup actors
  6. Doors & Actors — Create all interaction actors
  7. Weapons — Create 4 held weapon/tool actors
  8. UI — Create 8 game-specific widget overrides
  9. Enemies — Create 3 enemy types with full AI
  10. Narrative — Create dialogue, objectives, cutscenes, ending system
  11. Atmosphere & Audio — Create profiles, scare events, room zones
  12. Save System — Create checkpoints, wire death/respawn/void space
  13. Polish — Tutorials, loading screen, credits, debug, analytics
  14. State Gating — Configure game-specific state rules
  15. Full Levels — Populate all 11 maps with placed assets

Each document provides:

  1. What to create — Exact asset name, parent class, folder location
  2. Blueprint wiring — Node-by-node logic flows, event graph structure
  3. Variables & configuration — Every variable with type, default, purpose
  4. Integration points — How the game asset talks to framework systems
  5. Verification checklist — How to test it works

Reference — Framework Systems Used

All 135 framework Blueprint systems are covered by at least one game asset. See GAMEINDEX.md for the complete framework-to-game mapping.

System Category Framework Systems Game Assets That Use Them
00-project-setup 1 GI_StarterGameInstanceGI_HorrorGame
01-core 7 + 11 CSVs GI_HorrorGame, GM_HorrorGameMode, GS_HorrorGameState, all items/pickups/doors
02-player 8 BP_HorrorPlayerCharacter (all 8 components)
03-interaction 8 All doors, puzzles, hiding spots, usable objects, pickups
04-inventory 11 BP_HorrorPlayerCharacter (all 11 components), all pickups, containers
05-saveload 9 Checkpoints, death system, void space, respawn, persistence
06-ui 14 All 8 WBP_Game* widget overrides
07-narrative 11 Dialogue, objectives, cutscenes, branching choices, endings
08-weapons 11 All 4 held weapons, ammo, recoil, reload, hit reactions
09-ai 9 3 enemy types with full AI setup
10-adaptive 15 Atmosphere profiles, scare events, lighting, memory drift, pacing, room audio
11-meta 2 Achievements, progress stats
12-settings 2 Settings menu, accessibility
13-polish 9 Tutorials, loading, credits, debug, analytics, error handling
14-data-assets 16 All DA_* content instances
15-input 1 All input actions + contexts via SS_EnhancedInputManager
16-state 2 State gating rules, GASP liaison, vital signals

Notes for Expansion

This prototype covers the minimum viable product to demonstrate all 135 framework systems. For a full game:

  • Replace whitebox meshes with final art assets
  • Record professional audio (150+ sound triggers per sound catalog)
  • Write complete narrative with branching dialogue for all interactions
  • Add 10+ puzzle devices with increasing complexity
  • Create 20+ scare events with unique anticipation/payoff pairs
  • Implement adaptive difficulty with player metrics feedback loop
  • Add 3-5 ending variations
  • Localize all text into multiple languages
  • Add multiplayer support (server-authoritative replication)
  • Create platform-specific builds (PC, Xbox, PS5)

See each individual document's "Notes for Expansion" section for system-specific extension ideas.


README v2.0 — Complete game prototype documentation for Project Void. See GAMEINDEX.md for the master game structure reference.

All tasks complete. Here's a summary of what was built:


Summary — "Project Void" Game Prototype Documentation

21 files in docs/game/ documenting a complete psychological horror FPS prototype that covers all 135 framework Blueprint systems.

Master Reference

File Lines Content
GAMEINDEX.md ~450 Master game structure — 170+ asset catalog, 135 system coverage map, 21-phase build order, full Content/Game/ folder tree, scene flow diagram
README.md ~180 Updated to document all 21 files with index, build phases, folder structure

Core Systems (3 docs)

File Lines Content
core-gameinstance.md ~120 GI_HorrorGame — boot sequence, subsystem init, save slots, first-launch flow
core-gamemode.md ~200 GM_HorrorGameMode — spawn rules, death routing, void space branching, ending triggers, chapter transitions
core-controller-state.md ~180 PC_HorrorController + PS_HorrorPlayerState + GS_HorrorGameState — input, heartbeat haptics, sanity, fear, session data

Gameplay Systems (4 docs)

File Lines Content
scene-flow.md ~350 Complete scene flow — Splash → Menu → 7 gameplay levels → 3 endings → Credits, with pause/death/void branches
playercharacter.md ~350 BP_HorrorPlayerCharacter — 27 components, all input bindings with state gating, dispatcher wiring, health/stamina/stress triad
levels.md ~400 All 11 .umap levels — layout diagrams, placed assets, objectives per level, atmosphere config, dev sandbox
ui-overrides.md ~350 8 WBP_Game* widgets — MainMenu, HUD, PauseMenu, Inventory, Journal, SplashScreen, DeathScreen, LoadingScreen with horror styling

Content Systems (5 docs + 4 existing)

File Lines Content
items-index.md ~250 All 13 DA_Item_* + 18 BP_Pickup_* — quick builds for ammo, shotgun, battery, adrenaline, sanity pill, crowbar, 3 keys, 2 documents, photo, void shard
weapons-index.md ~250 4 held weapons — pistol (hitscan), shotgun (pellet spread + shell reload), flashlight (battery), crowbar (melee + pry)
enemies-index.md ~300 3 enemy types (Patient, Orderly, Shade) + NPC Survivor — full AI controllers, behavior trees, blackboards, perception, behavior variants
narrative-progression.md ~300 4 objectives, 4 dialogues, 2 cutscenes, 3 ending paths, lore system, ending accumulator evaluation formula

Polish & Systems (4 docs)

File Lines Content
atmosphere-audio.md ~300 6 atmosphere profiles, MetaSounds bus hierarchy, 8 gameplay audio parameters, 6 scare events, light events, memory drift, pacing director
save-checkpoints.md ~250 Save slots, checkpoint flow, death → respawn, void space entry/exit, persistent corpses, world state recorder, run history
polish-loading-credits.md ~250 6 tutorial triggers, loading screen with tips, credits, debug tools (11 cheats + 5-tab debug menu), analytics, error handler
state-gating-examples.md ~250 15 game-specific gating rules, DA_StateGatingTable_Horror config, void space restrictions, GASP liaison, force stack/overlay examples

Existing Item Walkthroughs (unchanged)

  • item-flashlight.md (411 lines)
  • item-pistol.md (379 lines)
  • item-medkit.md (197 lines)
  • item-keycard.md (262 lines)

Key Design Decisions

  • Framework separation: All game content in Content/Game/ — children of Content/Framework/ classes, never modifying framework
  • All 135 systems covered: Each framework system is demonstrated by at least one game asset (mapped in GAMEINDEX.md)
  • Horror-specific extensions: Stress/sanity, void space, memory drift hallucinations, flashlight battery management, fear intensity scaling
  • 21-phase dependency-safe build order: Can implement incrementally, testing each layer before building the next