Files
UE5-Modular-Game-Framework/docs/blueprints/INDEX.md
Lefteris Notas 0a2d08b2ad Add Planar Capture System implementation checklist and developer reference
- Created a comprehensive implementation checklist for the Planar Capture System (Systems 136-147) detailing tasks across multiple phases including C++ core, material foundation, Blueprint actors, data assets, integration, and performance testing.
- Added a developer reference document outlining the architecture, data flow, state machine, budget enforcement, render target pooling, horror features, integration points, multiplayer networking, performance characteristics, debugging methods, and build order for the capture systems.
- Introduced examples of capture surface usage in the Project Void horror game, including specific implementations for mirrors, monitors, portals, and fake windows, along with a checklist for integration tasks.
2026-05-22 15:36:08 +03:00

38 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)
└── 17-capture/                       ← Planar Capture System (12 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
136 136_BPC_PlanarCapture BPC_ Component ActorComponent Core capture: SceneCapture2D lifecycle, camera math, RT management, horror ring buffer 17-capture
137 137_BP_PlanarCaptureActor BP_ Actor Actor Placeable surface actor: mesh, MDI, proximity trigger, manager registration 17-capture
138 138_SS_PlanarCaptureManager SS_ Subsystem WorldSubsystem Global budget manager: surface scoring, quality tier assignment, RT pool 17-capture
139 139_BP_Mirror BP_ Actor BP_PlanarCaptureActor Standard mirror: Mode=Mirror, dirt/steam/condensation layers, aging 17-capture
140 140_BP_Portal BP_ Actor BP_PlanarCaptureActor Portal surface: Mode=Portal, linked target, teleport on overlap, clip plane 17-capture
141 141_BP_Monitor BP_ Actor BP_PlanarCaptureActor Security screen: Mode=Monitor, fixed camera, 5fps, scanlines 17-capture
142 142_BP_HorrorMirror BP_ Actor BP_Mirror Horror mirror: wrong reflection, delayed frame, text reveal, scare events 17-capture
143 143_BP_FakeWindow BP_ Actor BP_PlanarCaptureActor Architectural fake window: Mode=FakeWindow, sublevel, weather overlay 17-capture
144 144_M_CaptureSurface_Master M_ Material Material Master unlit material: 9-layer stack (RT, condensation, dirt, steam, horror) 17-capture
145 145_MPC_CaptureSurface MPC MaterialParameterCollection Global MPC: 10 scalar params (SteamIntensity, DirtOpacity, MirrorDarkness, etc.) 17-capture
146 146_DA_PlanarCaptureProfile DA_ Data Asset PrimaryDataAsset Per-surface capture config: mode, quality overrides, actor lists 17-capture
147 147_MI_MirrorInstances MI_ Instances M_CaptureSurface_Master 7 pre-configured material instances (Clean/Dirty/Steam/Horror/Portal/Monitor/FakeWindow) 17-capture

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 158

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.