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AgrarianGameArchive/Docs/TemplateVariantDecision.md
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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.