Remove unused Unreal starter variants
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+10
-21
@@ -6,30 +6,21 @@ limited to editor workflow.
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## Current Enabled Plugins
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These are the only plugins intentionally enabled in `AgrarianGame.uproject`.
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This is the only plugin intentionally enabled in `AgrarianGame.uproject`.
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| Plugin | Required For | Runtime Needed | Notes |
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| --- | --- | --- | --- |
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| `StateTree` | Template AI code that still compiles under `Variant_Combat` and `Variant_SideScrolling` | Yes, until those template variants are removed or rewritten | Required by `StateTreeModule` includes and dependencies. |
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| `GameplayStateTree` | StateTree AI component support used by the template AI controllers | Yes, until those template variants are removed or rewritten | Required by `GameplayStateTreeModule` and `UStateTreeAIComponent`. |
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| `ModelingToolsEditorMode` | Editor-side terrain, mesh, and prototype world-building workflow | No | Keep enabled for developer/editor use. Revisit before shipping if it adds unnecessary packaging overhead. |
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## Module Dependencies Tied To Plugins
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`Source/AgrarianGame/AgrarianGame.Build.cs` currently depends on:
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`Source/AgrarianGame/AgrarianGame.Build.cs` has no current plugin-specific
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module dependencies.
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- `StateTreeModule`
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- `GameplayStateTreeModule`
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Do not disable `StateTree` or `GameplayStateTree` until the template AI source
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under these folders is removed or refactored:
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- `Source/AgrarianGame/Variant_Combat/`
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- `Source/AgrarianGame/Variant_SideScrolling/`
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The template variant decision is captured in `Docs/TemplateVariantDecision.md`.
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When those variants are removed, revisit this document and remove the StateTree
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plugin/module dependencies if no Agrarian-specific AI code needs them.
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The template variant cleanup removed the unused Combat, Platforming, and
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SideScrolling starter source/content. That allowed `StateTree`,
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`GameplayStateTree`, `StateTreeModule`, and `GameplayStateTreeModule` to be
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removed from the baseline.
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## Explicitly Not Enabled Yet
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@@ -72,9 +63,7 @@ Before disabling a plugin:
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## Current Decision
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Keep `StateTree`, `GameplayStateTree`, and `ModelingToolsEditorMode` enabled for
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version `0.01`.
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Keep `ModelingToolsEditorMode` enabled for version `0.01` as an editor workflow
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plugin.
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Do not add additional plugins until a roadmap item requires them. The next
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plugin review is the template-variant cleanup item, because that may allow the
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project to remove StateTree dependencies if the template AI code is deleted.
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Do not add additional plugins until a roadmap item requires them.
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@@ -1,21 +1,20 @@
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# Unreal Template Variant Decision
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Version `0.01` decision: remove unused Unreal starter variants from the
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long-term Agrarian project, but do the actual source/content cleanup as the
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next focused cleanup item instead of mixing it with this decision record.
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long-term Agrarian project.
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## Decision
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Agrarian should not keep the unused starter gameplay variants as normal project
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surface area.
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Remove or quarantine:
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Removed:
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- `Variant_Combat`
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- `Variant_Platforming`
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- `Variant_SideScrolling`
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- Their maps, external actors, input assets, UI assets, VFX, and prototype
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content when no Agrarian-specific map depends on them.
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- Their maps, external actors, external objects, input assets, UI assets, VFX,
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and prototype content.
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Keep temporarily:
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@@ -31,33 +30,28 @@ The extra starter variants increase compile time, plugin dependencies, content
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noise, and risk during packaging. They also make the project look like a
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generic Unreal template instead of an Agrarian-specific survival game.
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The current compiled variant source still pulls in `StateTree` and
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`GameplayStateTree` through Combat and SideScrolling template AI code. Once the
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unused variants are removed, those plugin dependencies should be rechecked and
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removed if no Agrarian-specific AI code needs them.
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The removed compiled variant source pulled in `StateTree` and
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`GameplayStateTree` through Combat and SideScrolling template AI code. After the
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variant source/content cleanup, those plugin dependencies were removed from the
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baseline.
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## Cleanup Rules
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Perform the cleanup in the editor-aware content organization pass:
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Cleanup performed:
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1. Create a backup or ensure the current project backup timer has a fresh
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snapshot before deleting content.
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2. Remove unused variant C++ folders and include paths.
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3. Remove matching content folders and external actor/object data.
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4. Remove `StateTreeModule` and `GameplayStateTreeModule` if no remaining code
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needs them.
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5. Disable `StateTree` and `GameplayStateTree` in `AgrarianGame.uproject` if no
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remaining content needs them.
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6. Keep the current `ThirdPerson` character path until the MVP landing page and
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1. Removed unused variant C++ folders and include paths.
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2. Removed matching content folders and external actor/object data.
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3. Removed `StateTreeModule` and `GameplayStateTreeModule`.
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4. Disabled `StateTree` and `GameplayStateTree` in `AgrarianGame.uproject`.
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5. Kept the current `ThirdPerson` character path until the MVP landing page and
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male/female character selection flow are implemented.
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7. Build `AgrarianGameEditor`.
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8. Open the Ground Zero map and run map check.
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9. Run the existing automation smoke checks that cover interaction, resources,
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wildlife, and Ground Zero placement.
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## Current State
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Decision is complete. Cleanup is intentionally deferred to the next roadmap
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item, `Organize Content/Agrarian/ folders and move starter/prototype assets into
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clearly named locations`, so deletions and redirects can be validated in one
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focused pass.
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Decision and cleanup are complete for the unused starter variants. Remaining
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starter/prototype dependencies are intentionally narrow:
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- `ThirdPerson` stays until Agrarian-specific player character assets and the
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MVP character selection flow replace it.
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- `LevelPrototyping` stays because current Agrarian setup scripts and prototype
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Blueprints still use its simple cube/cylinder meshes.
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