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UE5-Modular-Game-Framework/docs/blueprints/07-narrative/NarrativeAssets_All.asset.md
Lefteris Notas 3ca87a7893 Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems.
- Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen.
- Implemented HUD controller and interaction prompt display assets with detailed wiring instructions.
- Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences.
- Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics.
- Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components.
- Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities.
- Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
2026-05-20 15:34:06 +03:00

3.2 KiB

Narrative Systems — Asset Creation Sheet (11 assets)

UE5 Path: Content/Framework/Narrative/


Components (attach to player pawn or GameState)

BPC_NarrativeStateSystem

Variable Type Default
ActiveFlags Array<GameplayTag> Empty
CurrentChapter GameplayTag Empty
CurrentPhase GameplayTag Empty

SetFlag(Tag): Add to ActiveFlags → broadcast OnNarrativeFlagSet

BPC_ObjectiveSystem

Variable Type Default
ActiveObjectives Array<GameplayTag> Empty
CompletedObjectives Array<GameplayTag> Empty

ActivateObjective(Tag): → Add to Active → broadcast OnObjectiveActivated → GS_CoreGameState.AddObjective(Tag)

BPC_DialoguePlaybackSystem

Variable Type
DialogueQueue Array<FDialogueLine>
bIsPlaying Boolean
bAutoAdvance Boolean

PlayDialogue(DialogueData): → Show subtitles → play VO → advance queue

BPC_DialogueChoiceSystem

Variable Type
CurrentChoices Array<FDialogueChoice>
SelectedChoiceIndex Integer

PresentChoices(Choices): → Show WBP_DialogueChoice widget → wait for selection → return

BPC_BranchingConsequenceSystem

Variable Type
PendingConsequences Array<FDialogueChoice>

ExecuteConsequence(Choice): → Grant items, set narrative flags, change relationships, trigger cutscenes

BPC_TrialScenarioSystem

Variable Type Default
TrialTimer Float 0.0
bTrialActive Boolean false
TrialSuccessThreshold Float 60.0

BPC_CutsceneBridge

Variable Type
CurrentCutscene DA_CutsceneData
bCutscenePlaying Boolean

PlayCutscene(Data): → Set phase to Cutscene → play Sequence → on finish → restore phase

BPC_LoreUnlockSystem

Variable Type
UnlockedLore Array<GameplayTag>

UnlockLore(Tag): → Add to unlocked → show notification → add to journal

BPC_EndingAccumulator

Variable Type
EndingConditions TMap<GameplayTag, Float>
DominantEnding GameplayTag

Data Assets (create instances per content)

Asset Purpose
DA_DialogueData Dialogue lines, speaker, VO, conditions
DA_CutsceneData Level sequence, milestone flags, skip policy
DA_ObjectiveData Title, description, prerequisites, rewards
DA_TrialData Timer, success conditions, failure consequences

Actor — BP_NarrativeTriggerVolume

Parent: TriggerVolume

Variable Type
TriggerTag GameplayTag
bTriggerOnce Boolean
NarrativeActions Array<S_NarrativeAction>

OnOverlapBegin: → Execute narrative actions (set flag, start dialogue, activate objective, play cutscene)


Test These

  • Walk into trigger → dialogue starts → subtitles show
  • Dialogue choices appear → select option → consequence fires
  • Objective activates → shows in HUD objective display
  • Trial scenario starts → timer counts down → succeed/fail