UE5 Game Production Documentation

Lambeer

The authoritative standalone HTML documentation for Lambeer. Search by system, ID, type, category, status, or unresolved decision.

Dark · responsive · offlineVerified project: Unreal Engine 5.8HTML is the sole source of truth
39Visible documents
39Indexed documents
19Feature specs
114Source TBD markers
High-impact discrepancy: Lambeer.uproject declares Unreal Engine 5.8, while the source GDD overview and technical stack still name 5.7. The HTML pages preserve the source text and flag the verified current version.

Art & Audio

3 documents

Design

2 documents

Enemies

3 documents

Gameplay

14 documents
Feature Specification

Blood Visual (Stains, World Feedback, HUD)

Persistent visual blood contributes to a server-authoritative periodic infection-risk check.

FEAT-BLOOD-VISUALdraft9 TBD
Feature Specification

Building System

Free-form (Rust-like) construction — CONFIRMED. Players place modular structural pieces that snap together to form custom bases. Bases are persistent on the server and raidable by other players.

FEAT-BUILDINGdraft2 TBD
Feature Specification

Character Creation & Appearance

Overview

FEAT-CHARACTER-CREATIONdraft3 TBD
Feature Specification

Combat System

Balanced gun + melee combat with dual-wielded one-handed weapons and swingable/throwable improvised world props — CONFIRMED.

FEAT-COMBATdraft2 TBD
Feature Specification

Core Gameplay Loop

The loop at three timescales

FEAT-CORE-LOOPreview0 TBD
Feature Specification

Crafting & Progression

Progression is gear/loot + a crafting tech tree, with a signature boss-driven layer on top — CONFIRMED. There are no global character levels; Phase 2 adds per-skill learn-by-doing proficiency so repeated activities improve related capabilities without turning the game into a trad

FEAT-CRAFTING-PROGRESSIONdraft2 TBD
Feature Specification

HUD & UI System

Canonical player-facing specification for HUD, menus, maps, inventory, crafting, building, workbench, social, settings, accessibility, UX flows, widget hierarchy, and SVG icon assets.

FEAT-HUD-UIdraft8 TBD
Feature Specification

Inventory & Items

SCUM-style worn containers and weight, integrated with left/right- hand weapons and combat-usable world props — CONFIRMED.

FEAT-INVENTORYdraft7 TBD
Item Database

Item IDs

Catalog of every FInventoryStack.ItemId currently registered as a Data Asset. This page indexes IDs; it is not the runtime item database.

ITEM-DBdraft1 TBD
Feature Specification

Player Character

Overview

FEAT-PLAYER-CHARACTERdraft1 TBD
Feature Specification

Player Statistics & Achievements

Persistently tracks zombie kills, deaths, time alive, damage dealt, and distance travelled for every player, then uses those totals to unlock achievements.

FEAT-PLAYER-STATISTICS-ACHIEVEMENTSdraft2 TBD
Feature Specification

Survival System

Full-sim survival — CONFIRMED. The player manages multiple decaying needs. Neglect causes escalating penalties and eventually death. This is a primary source of the "push" that forces players out of safety.

FEAT-SURVIVALdraft4 TBD
Feature Specification

Weapon Customization (Workbench & Field)

Firearms can be customized with attachments, loaded like a Tarkov-style magazine/chamber loop, repaired, and (later) adjusted. All of this is server-authoritative. Core action times are confirmed; remaining jam chances and stock stat curves are TBD.

FEAT-WEAPON-CUSTOMIZATIONdraft12 TBD
Feature Specification

Wetness and Rain

When it rains, exposed characters and worn/held surfaces get wet. Wetness is a real, replicated visual (and optional survival) state — not only a sky/particle effect.

FEAT-WETNESS-RAINdraft15 TBD

Multiplayer

5 documents

Production

4 documents

Project

1 documents

Technical

6 documents
Production Pipeline

C++ & Blueprint Guidelines

C++ is primary; Blueprint is allowed where it is the right tool — CONFIRMED. This document defines the division of responsibility so the codebase stays performant, networkable, and maintainable.

PIPE-CPP-BP-GUIDELINESreview0 TBD
Folder Structure

Content Folder Structure (UE5 Best Practice)

This defines the canonical layout for Content/ and the asset naming conventions. Following it from day one prevents the disorganized asset sprawl that plagues survival projects with thousands of assets.

TECH-FOLDER-STRUCTUREreview1 TBD
Technical Design

HUD & UI Implementation Plan

Ordered Hybrid CommonUI + UMG implementation plan with verified baseline, target files, migration gates, detailed task register, authority boundaries, failure handling, and test evidence.

TECH-HUD-UI-IMPLEMENTATIONdraft8 TBD
Technical Design

Player Locomotion Animation Guide

Detailed beginner workflow for a Direction × GroundSpeed Blend Space 2D, authored transitions, foot synchronization, crouch, prone, jump, and all 438 verified In-Place animation assets.

TECH-PLAYER-LOCOMOTIONdraft8 TBD
Technical Design

Source Code Structure (C++)

This defines how the C++ source is organized so it mirrors the design and stays maintainable. It complements the content layout in 03-Content-Folder-Structure.md(03-Content-Folder-Structure.md).

TECH-SOURCE-STRUCTUREreview0 TBD
Technical Design

Tech Stack & Engine

Engine & project facts (verified from Lambeer.uproject)

TECH-STACK-ENGINEdraft0 TBD

World

2 documents
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