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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.