- 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.
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.