Remove unused Unreal starter variants

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2026-05-14 14:52:18 -07:00
parent 12ae66d76a
commit e25b3d2cdd
585 changed files with 40 additions and 7526 deletions
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@@ -1,21 +1,20 @@
# Unreal Template Variant Decision
Version `0.01` decision: remove unused Unreal starter variants from the
long-term Agrarian project, but do the actual source/content cleanup as the
next focused cleanup item instead of mixing it with this decision record.
long-term Agrarian project.
## Decision
Agrarian should not keep the unused starter gameplay variants as normal project
surface area.
Remove or quarantine:
Removed:
- `Variant_Combat`
- `Variant_Platforming`
- `Variant_SideScrolling`
- Their maps, external actors, input assets, UI assets, VFX, and prototype
content when no Agrarian-specific map depends on them.
- Their maps, external actors, external objects, input assets, UI assets, VFX,
and prototype content.
Keep temporarily:
@@ -31,33 +30,28 @@ The extra starter variants increase compile time, plugin dependencies, content
noise, and risk during packaging. They also make the project look like a
generic Unreal template instead of an Agrarian-specific survival game.
The current compiled variant source still pulls in `StateTree` and
`GameplayStateTree` through Combat and SideScrolling template AI code. Once the
unused variants are removed, those plugin dependencies should be rechecked and
removed if no Agrarian-specific AI code needs them.
The removed compiled variant source pulled in `StateTree` and
`GameplayStateTree` through Combat and SideScrolling template AI code. After the
variant source/content cleanup, those plugin dependencies were removed from the
baseline.
## Cleanup Rules
Perform the cleanup in the editor-aware content organization pass:
Cleanup performed:
1. Create a backup or ensure the current project backup timer has a fresh
snapshot before deleting content.
2. Remove unused variant C++ folders and include paths.
3. Remove matching content folders and external actor/object data.
4. Remove `StateTreeModule` and `GameplayStateTreeModule` if no remaining code
needs them.
5. Disable `StateTree` and `GameplayStateTree` in `AgrarianGame.uproject` if no
remaining content needs them.
6. Keep the current `ThirdPerson` character path until the MVP landing page and
1. Removed unused variant C++ folders and include paths.
2. Removed matching content folders and external actor/object data.
3. Removed `StateTreeModule` and `GameplayStateTreeModule`.
4. Disabled `StateTree` and `GameplayStateTree` in `AgrarianGame.uproject`.
5. Kept the current `ThirdPerson` character path until the MVP landing page and
male/female character selection flow are implemented.
7. Build `AgrarianGameEditor`.
8. Open the Ground Zero map and run map check.
9. Run the existing automation smoke checks that cover interaction, resources,
wildlife, and Ground Zero placement.
## Current State
Decision is complete. Cleanup is intentionally deferred to the next roadmap
item, `Organize Content/Agrarian/ folders and move starter/prototype assets into
clearly named locations`, so deletions and redirects can be validated in one
focused pass.
Decision and cleanup are complete for the unused starter variants. Remaining
starter/prototype dependencies are intentionally narrow:
- `ThirdPerson` stays until Agrarian-specific player character assets and the
MVP character selection flow replace it.
- `LevelPrototyping` stays because current Agrarian setup scripts and prototype
Blueprints still use its simple cube/cylinder meshes.