Files
UE5-Modular-Game-Framework/docs/blueprints/INDEX.md
Lefteris Notas b2b6e1e7c7 Add developer documentation for systems 11-16, including architecture overview and implementation patterns
- Created detailed documentation for systems 102-135 covering achievements, settings, polish, data assets, input management, and state management.
- Added INDEX.md for easy navigation of developer reference materials.
- Introduced architecture-overview.md to provide a high-level understanding of the framework's structure and communication methods.
- Compiled implementation-patterns.md to outline common UE5 Blueprint patterns for consistent development practices.
2026-05-19 14:13:51 +03:00

34 KiB

Master Blueprint Index — UE5 Modular Game Framework

Version: 3.0 | Generated: 2026-05-18 | Total Files: 135 numbered (129 original + 6 new)

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.


Directory Map

docs/blueprints/
├── INDEX.md                          ← THIS FILE
├── TEMPLATE.md                       ← Spec template
├── AUDIT_REPORT.md                   ← Clean slate audit
│
├── 01-core/                          ← Foundation (7 files)
├── 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)

docs/developer/                       ← Developer Reference Docs
├── INDEX.md                          ← Developer docs master index
├── architecture-overview.md          ← Framework-wide architecture
├── implementation-patterns.md        ← Common Blueprint patterns
├── 01-core-foundation.md             ← Foundation systems explained
├── 02-player-systems.md              ← Player systems explained
├── 03-interaction-systems.md         ← Interaction systems explained
├── 04-inventory-systems.md           ← Inventory systems explained
├── 05-saveload-systems.md            ← Save/load systems explained
├── 06-ui-systems.md                  ← UI systems explained
├── 07-narrative-systems.md           ← Narrative systems explained
├── 08-weapons-systems.md             ← Weapons systems explained
├── 09-ai-systems.md                  ← AI systems explained
├── 10-adaptive-systems.md            ← Adaptive systems explained
└── 11-16-systems.md                  ← Meta, Settings, Polish, Data, Input, State

Full Index — Sorted by File Number

# File Name Asset Type Parent Class Short Purpose Category
01 01_GI_GameTagRegistry GI_ Game Instance GameInstance 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
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

Asset Type Summary

Prefix Type Count
BPC_ Blueprint Component 80
BP_ Blueprint Actor 11
WBP_ Widget Blueprint 14
DA_ Data Asset 18
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 145

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_GameTagRegistry 1 GM_CoreGameMode 5
GS_CoreGameState 6 I_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 v3.0 — The single reference document for every file in the framework. Now 135 files with State Management + MetaSounds Audio systems.