* Write the Unreal documentation set: design, steps, ideas, decisions and specs Rewrites the design and engineering docs of the two earlier Unity projects (Adventurer Guild, Project Malleable) for an Unreal Engine 5 prototype that builds and proves three things in order: a movement controller, fighting and crafting. Neither earlier core loop is carried; their ideas are catalogued as features with what each needs. - Docs/Design.md: the human summary (pillars, fixed decisions, glossary) - Docs/Steps.md: a ladder of fifteen proofs, the first six in full - Docs/Ideas.md: salvaged ideas from both projects, none scheduled - Docs/Decisions.md: D-01..D-36, open decisions OD-01..OD-08, deferrals - Docs/Spec/: notation, Architecture, Movement, Interaction, Combat, Crafting, Networking, Telemetry, UI, written as Unreal C++ skeletons - CLAUDE.md and README.md for the repository * Add the stat block: one attribute set on every body, every influence an effect Every body (player, enemy, NPC) carries the same UStatBlockAttributeSet, and every outside influence on it is a gameplay effect: base values, buffs, debuffs, ground surfaces, carried weight, gear, being downed. Counters are tags and attributes on the receiver: immunity blocks by tag, resistance scales by attribute, cleanse removes by tag. Same status from several sources: strongest wins; different statuses multiply. - Docs/Spec/Stats.md: the block, effects and their five sources (abilities, areas, surfaces, items, the world), stacking, counters, readers, tests - Movement: the movement component's tagged speed-multiplier map is removed; speed is tuning times the MoveSpeed attribute; the ground surface trace turns mud into an effect; the gym gets mud and ice patches - Combat: the attribute set moves to Stats; enemies and kits carry FStatBlockDefaults; the funnel reads MagicResist and Immune.Damage tags; taunt and mark are statuses - Interaction: carried weight is GE_Encumbered against CarryCapacity - Crafting: class bonuses are the WorkSpeed and WorkQuality attributes; enchantments may grant a holder effect - Steps: step 5 builds the block with mud, a volume and an immunity - Decisions D-37 and D-38; design summary, CLAUDE.md, indexes, worklog
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Unreal prototype
An Unreal Engine 5 project, C++ first, that builds and proves three things in order: a movement controller,
fighting, and crafting. The engine version and the project name are open decisions (OD-01, OD-02 in
Docs/Decisions.md); pin both here in step 1. Until the .uproject exists, <Project>
in the docs stands for its name.
Before you start
Read Docs/Spec/README.md (the notation and the twelve cross-cutting rules) and
Docs/Spec/Architecture.md before writing or changing any code. Nearly every wiring
decision follows from them.
For what to build next, read Docs/Steps.md. It is a ladder, not a roadmap: each rung says
what exists afterwards, links the spec sections that define it, and states the proof that closes it. The spec
docs under Docs/Spec/ are the specification; each is C++-shaped pseudocode plus the reasoning, and the
pseudocode is meant to be implemented rather than admired. If a step and its spec disagree, the spec wins and the
step is corrected.
The human summary is Docs/Design.md. Ideas from the two earlier projects that are not built
are in Docs/Ideas.md; do not build one inside a step about something else.
Where the project actually is
Nothing is built. The repository holds the documentation set and a stock .gitignore. Step 1 (the project, two
modules, tests, a dedicated server in the editor) is next and waits on OD-01 and OD-02. Update this section when a
step closes: what exists, what the next step is.
Layout
Planned; created by step 1. The .uproject sits at the repository root, which is what the .gitignore assumes.
| Path | What it is |
|---|---|
<Project>.uproject, Source/<Project>.Target.cs, <Project>Editor.Target.cs, <Project>Server.Target.cs |
The project and its three build targets |
Source/<Project>Core/ |
Rules, data types, tags, the telemetry contract. Knows no AActor. Tests in Tests/ |
Source/<Project>/ |
Gameplay: Core/, Stats/, Movement/, Interaction/, Combat/, Crafting/, UI/, one folder per feature |
Content/<Feature>/ |
Assets per feature: Definitions/ for data assets, Blueprints, meshes, montages |
Content/Maps/L_Gym |
The movement test level. Never leaves the project |
Content/Tests/ |
Functional test maps |
Config/Tags/<Feature>.ini |
Gameplay tag source of truth, one file per top-level namespace |
Scripts/ |
run-tests.sh, build.sh, and Authoring/ for editor Python scripts. Run by hand; there is no CI |
Docs/ |
The documentation set. Update it when you change how something works |
Docs/Worklog.md |
One terse line per step closed or wall hit |
Module dependency is one way: <Project> depends on <Project>Core, never the reverse. If the core module seems
to need an actor, the thing it needs is data.
Conventions
- The server decides. Every mutation is a
Server*path that validates its instigator and re-checks its preconditions, even in standalone play. The client predicts its own movement and its own animation, nothing else. Never write a listen-server assumption or an "is this the host" branch. - Rules are pure C++ in the core module; actors and components adapt them. A preview and the real thing call the same function. Every pure rule has automation tests, one per rejection reason.
- One funnel per consequence. All damage through
UDamageExecution; all interactions throughUInteractionSubsystem; all activity quality throughFActivityResult. Do not add a second path. - One stat block; everything is an effect on it. Every body has
UStatBlockAttributeSet; every buff, debuff, surface, weight, gear and base value is a gameplay effect applied throughApplyStatusorApplyDefaults. Never add a multiplier, a modifier list or a status timer to a component. Counters areImmune.*tags and resist attributes on the receiver. SeeDocs/Spec/Stats.md. - Content is data.
UPrimaryDataAssetsubclasses, addressed by gameplay tag or primary asset id, art through soft references. No string ids. If a variant needs code, the model is wrong. - Gameplay Tags are the vocabulary. Defined in
Config/Tags/; tags code references are declared natively withUE_DECLARE_GAMEPLAY_TAG_EXTERN/UE_DEFINE_GAMEPLAY_TAG. No string literal tag at a call site. - C++ owns rules, replicated properties and RPCs. Blueprints own composition, tuning and cosmetics. A
Blueprint is a child of a C++ class that sets assets and numbers and wires
*_Cosmetichooks. - Lifetimes are the engine's. Game-instance subsystems for the application, world subsystems for a map, the player state for a player across bodies, the pawn for a body. Nothing about a player that would matter tomorrow lives on the character actor.
- No world searches in gameplay code. No
GetAllActorsOfClass, no static gameplay singletons. Subsystems are the registries; actors register inBeginPlayand unregister inEndPlay. - Every rejection carries a reason tag a player can read. Nothing is destroyed silently.
- Emit telemetry through
UTelemetrySubsystemwith names fromTelemetryEvents, never a literal, never a static helper. Every feature emits; the catalogue inDocs/Spec/Telemetry.mdand the feature spec agree. - Naming is Unreal's:
A/U/F/E/Iprefixes, no project prefix on classes,PascalCasemembers, asset prefixesBP_ DA_ DT_ IA_ IMC_ GA_ GE_ GC_ ABP_ AM_ SK_ SM_ M_ MI_ WBP_ T_ L_. Placeholders carry_Proto. - Units are centimetres and seconds.
FTextfor anything a player reads.TObjectPtrfor object properties. - The design word "material" is "substance" in code and docs.
UMaterialis the engine's. - Do not add an interface, a module or an abstraction for one implementation with no test double. The two source projects were each trimmed of speculative abstraction once already; the interfaces that exist here are the ones with several implementations named in the specs.
Commands
Created in step 1; the shapes are fixed now so the docs can refer to them.
Scripts/run-tests.sh # headless: UnrealEditor-Cmd <Project>.uproject -ExecCmds="Automation RunTests <Project>; Quit" -unattended -nopause -NullRHI
Scripts/run-tests.sh Core # a filter: <Project>.Core.*
Scripts/build.sh Win64 Development # UAT BuildCookRun for the game target; add -server for the server target once the engine is a source build
There is no CI, deliberately, and there will not be until there is a reason. Run the tests yourself before saying
a step is done. Every replicated step is also played in the editor with two clients, "Run Dedicated Server" on, and
network emulation at 100 ms and 5 % loss with p.NetShowCorrections 1.
Working with the editor
- Prefer editing C++ and
.inifiles directly. Blueprints and maps are binary; keep them thin and keep logic out of them so a diff can be reviewed. - Batch authoring (a folder of definition assets, a greybox level from a table) goes through the editor's Python
API in
Scripts/Authoring/, idempotent, kept so it can be rerun. Do not hand-edit.uassetfiles. - Blueprint-side wiring an authoring script cannot express is done once in the editor and recorded in the step's worklog line so it can be redone.
- Watch for the compile trap: a C++ error that stops the editor launching is fixed in the files, with the build output, not by guessing. The editor's Live Coding is fine for iteration and unreliable for header changes; a header change means a full rebuild.
- Every
.uassetand.umapgoes through Git LFS;.gitattributesis created in step 1. Rungit lfs installonce per machine. Never commitSaved/,Intermediate/,DerivedDataCache/orBinaries/; the.gitignorecovers them.
Documentation upkeep
- A step that lands updates: its status in
Docs/Steps.md; a What was built, and where it differs section at the end of the spec it built from; a line inDocs/Worklog.md; a line inDocs/Decisions.mdif a decision was taken; and the "Where the project actually is" section above. - A design change that contradicts a decision names the decision it supersedes in the log. Never delete a log line.
- Do not turn
Docs/Steps.mdinto a roadmap. Detail the next step when the current one closes, not before.