# Unreal Template Variant Decision Version `0.01` decision: remove unused Unreal starter variants from the long-term Agrarian project. ## Decision Agrarian should not keep the unused starter gameplay variants as normal project surface area. Removed: - `Variant_Combat` - `Variant_Platforming` - `Variant_SideScrolling` - Their maps, external actors, external objects, input assets, UI assets, VFX, and prototype content. Keep temporarily: - `ThirdPerson` base character/input assets needed by the current player Blueprint and early automation until Agrarian-specific player assets and the MVP character selection flow replace them. - Shared mannequin/animation content only where current Agrarian assets still reference it. ## Why 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 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 Cleanup performed: 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. ## Current State 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.