Files
UE5-Modular-Game-Framework/docs/developer/INDEX.md
Lefteris Notas 8bc731e5ae feat: Add multiplayer networking architecture and documentation updates
- Updated Master Blueprint Index to include Multiplayer Networking support.
- Added detailed Multiplayer Networking sections across all developer documentation (01-11).
- Introduced authority maps, key patterns, and RPC guidelines for each system.
- Established a comprehensive multiplayer networking architecture document outlining core principles, replication strategies, and anti-cheat considerations.
- Enhanced UI documentation to clarify local-only behavior and binding to replicated dispatchers.
- Implemented client prediction strategies and RPC naming conventions for consistency across the framework.
2026-05-19 17:15:57 +03:00

13 KiB

Developer Reference — UE5 Modular Game Framework

Version: 1.1 | Generated: 2026-05-19 | Files: 14 (1 index + 2 overview + 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 .md specs 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
│
├── 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

  1. New to the framework? Start with architecture-overview.md to understand the big picture.
  2. Implementing a system? Find it in the quick reference above, then read its category document.
  3. Debugging? Each category doc includes a data flow section showing how data moves between systems.
  4. Need implementation patterns? See implementation-patterns.md for common UE5 Blueprint patterns.
  5. Multiplayer networking? See ../architecture/multiplayer-networking.md for the full networking architecture. Every category doc has a Multiplayer Networking section.

Relationship to Spec Files

Aspect Blueprint Spec (docs/blueprints/) Developer Reference (docs/developer/)
Purpose Define what to build (contract) Explain how it works (understanding)
Audience Implementers following a spec Anyone needing to understand internals
Content Enums, structs, variables, functions Data flow, state machines, design rationale
Updates When design changes When implementation details change

Developer Reference Index v1.0 — Companion to the Blueprint Spec system. Update both together.