ManualHouse placement into the selected group — owner decision 2026-10-16: default-enabled Auto-add to Selected Group sends every new Single or Rectangle piece to the selected named group, with a visible destination label and an off switch for ungrouped placement. Editor/Game builds, 47 ManualHouse regressions, live Details controls and disabled/enabled Save/reload checks pass; the 2026-10-16 snapshot's 1,622 owner records and all 14 groups were preserved. Canonical workflow, hidden-group behavior and validation evidence. Owner physical viewport acceptance remains pending.

ManualHouse wall facing — 2026-10-18: owner-approved Outward/Inward Slab placement and Flip Selected Walls preserve each Wall footprint and identity, with explicit-attachment validation and Undo/Redo. Wall-source continuation inherits direction; door/window facing stays unchanged. Editor/Game builds, 92 regressions, actual button use and review-map Save/reload pass. GeneralHouse retains its newer 1,777-record / 15-group owner baseline. Controls and current verification.

GeneralHouse stairs — widened and saved 2026-10-18: owner-requested 200 cm stairs now meet the existing garage wall at X515. The 80-member LightPlanks assembly in 1fStair includes 200 × 200 cm turns and connects Z50 to the Z350 hall arrival. Entry Slab restored; old stairs remain removed. Final 1,698 records / 15 groups, actual ISM bindings, 172 simple-collision samples, eight native tests, Editor/Game builds and Save/reload preservation pass. Surrounding upper hall flooring and owner visual/PIE acceptance remain separate. Current layout and actual Editor evidence.

Named ManualHouse groups — 2026-10-15: explicit piece membership replaces physical-ISM editing. Create and populate named groups, inspect member highlights, apply Resource/Appearance to the selected group, and hide groups to expose an interior floor. Hide Whole House Outline removes the selected house's global yellow outline. The saved owner-approved GeneralHouse mapping includes concrete plinth in Slab, garage in Exterior Door, ungrouped entrance stairs and empty second-floor groups. A full Details refresh fixes the stale empty-list message after create/delete and Undo/Redo. Group selection now updates cached outlines and bound Details values without rebuilding house geometry or the entire Details panel. Current grouping and verified build/Details/disk-reload results · Selection responsiveness and measurement limits · Controls and original validation. Owner Viewport/visual acceptance remains pending.

Top-right performance monitor — 2026-10-14: FPS, RTT in ms and RX/TX packet loss use local engine measurements with Offline/N/A states. HUD contract · verification and owner-only PIE checklist.

Squad invitation — 2026-10-01: IA_Interact on another player opens the shared Command Ring with Invite to join squad; the recipient immediately sees a Night Ops Yes/No modal. Editor/Game builds, both invitation tests, the existing Squad layout check and all 10 persistence tests pass; owner multiplayer acceptance remains pending. Canonical flow and owner checklist · Authority and existing save path.

Building preview/completed UI correction — 2026-09-30: Completed pieces show their real catalog name without construction actions or invented HP. The subsequent detached-name report is addressed by mesh-bound anchoring and DPI-aware positioning; owner visual retest is pending. Continuous local/server placement checks turn invalid poses red, and correlated placement results retain the preview after success or rejection without affecting a replacement. Repeated placement continues until RMB or ESC. Native/non-PIE validation and owner acceptance: validation record · owner-only multiplayer checklist · inspect-only UI contract.

ManualHouse structural Ceiling — owner revision 2026-10-11: selected Light Wood, Dark Wood and Concrete floors are 10 cm thick below the lower Wall top, with direct upper-Wall stacking. The 78 upper Slabs become LightPlanks; old ManualHouse Ceiling Finish migrates while PCG stays unchanged. Workflow and verification. Owner actual visual/PIE/cook acceptance remains pending.

ManualHouse Ceiling edge repair — 2026-10-12: owner-approved automatic clipping removes Wall overlap while retaining flush top / 10 cm down. All 78 panels and 1,335 authored records verified; 24 edge panels clipped, 54 remain full. Saved/reloaded, 68 checks pass. Actual edge images, collision and persistence evidence; owner PIE/cook/performance acceptance pending.

Short stair saved for review — 2026-10-11: owner-selected concrete and wood, 100 × 50 × 25 cm, two steps; concrete revised with rounded cast nosings, shadow lines and shallow tread grooves; wood revised with rounded nosings, separate thick treads, recessed risers and timber stringers; all Slab 25/50/100 rim directions and reciprocal arrivals. Editable Blender/Painter sources, two target meshes, three MIs and resource Appearance Sets are saved/reloaded. Editor/Game and 12 checks pass; 1,093 owner records remain unchanged. Actual UE review and sources · Authoring workflow. Owner visual/viewport/PIE acceptance remains pending.

Window across Wall100 seams — 2026-10-11: extra quarter shifts now clear the 25 cm jamb even when the base and window are both 100 cm wide. Editor/Game, 10 tests and live owner point pass; 1,241 records survive Save/reload. Follow-up workflow and evidence.

Window 25 cm alignment — 2026-10-11: Wall50 now exposes the missing midpoint for a Window100 in a 125 cm bay. Editor/Game, nine focused tests and live owner-candidate validation pass; 1,169 records are preserved. Workflow and evidence.

ManualHouse visibility — 2026-10-11: owned authoring handles retain the saved Baked/Authoring mode across Outliner parent-eye changes. Behavior and validation.

ManualHouse Ctrl drag ISM protection — 2026-10-12: the default-on Ctrl Drag Same ISM Only checkbox limits each removal stroke to its starting physical ISM component; uncheck to cross batches. Physical input acceptance remains pending. Checkbox behavior and validation.

ManualHouse Ctrl + drag selection — 2026-10-12: hold Ctrl and left-drag from a visible piece in Removal Mode to add every crossed piece. Repeated crossings retain selection; Ctrl+click still toggles. Enter commits removal and Ctrl+Z restores it. Physical input acceptance remains pending. Controls and validation.

ManualHouse placement / Undo — 2026-10-11: existing components are reconciled on Undo/Redo; repeated catalog reads and wall-pair work are reduced. Mixed989 fixture medians: place 45→23 ms, Undo 126→49 ms, Redo 92→36 ms; 54 tests and exact owner Save/reload pass. Scope and evidence.

ManualHouse Editor actions — 2026-10-11: Removal Mode and other tool settings preserve generated components; source selection reuses scene validation. Native timings, 38 passing regressions and owner-record/Save-reload preservation are documented. Physical viewport acceptance remains pending. Results and limits.

PCG house authoring — 2026-10-02: Number of Floors now supports 1–3 open-plan floors, with the existing L stair connecting each adjacent pair. Free-angle spline footprints and joined cross-gable roof guides, correct surface front faces and normal-map tangents, and 50 cm horizontal overhang and ground-floor Doors are implemented. Roof-only errors retain valid structure. Both Development builds, five PCG tests and 3-floor save/reload checks pass; latest evidence and the edited L stair-clearance requirement. Runtime damage and owner PIE acceptance remain open.

PCG house authoring: the current workflow always uses one closed FootprintSpline for all floors (Rectangle mode and Width/Depth controls are retired), open Wall Guides for physical interior walls, closed Room Guides for independent zone types, explicit Door/Window Guides and optional Stair Guides for authored floor transitions. Wall Guides snap to the nearest existing floor; user-authored circulation no longer blocks regeneration. Authored rooms have no minimum area or bedroom-side requirement. Interior walls may end freely inside the house; full wall coverage of Room Guide boundaries is no longer required, per the owner correction. Angled wall endpoints now clip to the exterior structural envelope during Editor regeneration, with matching saved collision and unchanged free endpoints. Footprint adaptation preserves the interior plan while adjusting boundary contacts and opening guides together. A guide-free new house starts with an exterior shell. Shared named appearances replace direct MI selection: non-roof Wood/Brick/Concrete, roof Wood/Tile/Metal; piece Data Assets reference shared appearance libraries used by PCG and player construction. Automatic room and stair layout controls are retired from actor Details. The preview map retains a guide-only example and the owner's newly placed shell; its former rectangle and two L houses were removed. Exterior wall/gable finish retains independent material, construction, removal and persistence behavior. Editor validation and owner-only PIE acceptance are tracked in the building design record; see the Details setup guide for the authoring sequence.

PCG visibility and separate doors — implemented; owner PIE pending: inherited Hidden in Game is repaired for baked houses. The standalone 100 × 200 cm frame and fitted open leaf replace combined door walls in PCG/new player construction, with independent Door Frame / Door construction-type controls and persisted parent support. The existing L stays one floor; a separate L_2Floors copy is saved for review. Decisions, validation and owner-only PIE checklist.

PCG floor/ceiling refinement — implemented; owner PIE pending: owner L generates 2 floors with the original footprint and a relocated unscaled stair. Separate Floor/Ceiling/Finish material controls, 1 cm decorative layers and concealed slab edges are implemented. Six finish catalog meshes and player-built finish removal/support persistence are implemented; unowned PCG-house finishes now support per-1 m² demolition/replacement with stable tile IDs and persisted deltas. Scope, evidence and owner PIE checklist.

PCG roof refinement — implemented, owner review pending: adjustable 30° default pitch, wall-span-dependent ridge height, retained 50 cm overhang, upper-half gable material and fixed-size 50 × 100 / 35 × 70 cm louvers with 10 cm roof and lower-wall clearance. Named component Piece Types read shared Building Piece Data Assets and persist through regeneration. The owner clarified that Blender supplies only new/changed modular pieces; UE5 continues procedural house generation. Canonical scope and current status.

Reusable ModularKit — 2026-10-01: 59 shared assets now omit the house-specific MF01 prefix under ModularKit. Native catalog references follow the new paths, with compatibility for legacy saved piece IDs. Naming and compatibility contract.

Modern Farmhouse B — kit revision 2026-09-29: 41 reusable mesh types, including a five-panel sectional garage door and overhead track, are saved as 41 Static Meshes in UE5. Ten compiled Blueprints include shared pieces and authored snap markers for slabs, walls, openings, roofs, porch columns, stairs and linear pieces. Wood, Brick and Concrete have red, green and blue placeholder material instances plus three visual-only material Data Assets; no mesh variants were duplicated. The corner-pivot column is 25 × 25 × 100 cm; wall-bearing pieces are 25 cm deep; the two complete fixed windows are 100 × 150 × 25 and 75 × 75 × 25 cm. The previous assembled house remains untouched. The garage OpenAlpha path works for Editor review; the owner will add the Timeline float track. Player placement, damage and persistence are later gameplay work; owner visual/PIE review remains open. Canonical contract and evidence.

House 01 kit production — 2026-09-27: owner confirmed the compact stair and original room plan, 15 cm interior walls and 100 × 220 cm clear doors. Complete architectural interiors exclude furniture, counters and sanitary fixtures. Unseen details and placement in KitProofTown are delegated while preserving existing content. Geometry review ready; owner level save pending. The 156 meshes and assembly Blueprint are saved, while the new house/catalog placements in KitProofTown require Ctrl+S in the viewport and subsequent verification. The approved corner hall is included and all 484 original actors are retained; materials and owner PIE remain pending. Canonical contract and references · 156-piece register and review evidence · Component sizing.

200 cm double doors — 2026-10-08: the corrected leaf assembly now has two half-leaves opening from opposite jambs. Existing placed doors update through the same asset and snap pivot; the 4/6/8 bill covers the complete assembly. All 11 scoped checks and the 948-record save/reload pass. Current geometry, actual viewport and validation.

Wood door revision — 2026-10-10: Centered two-panel design and three shared finishes now include the owner-selected A butt hinges, owned entirely by Door Leaf. Bare Frame has no hinge. The frame-side plate direction is corrected from the owner GeneralHouse view. Both sizes/all colors pass Editor add/remove/rebuild and Save/reload checks; Editor/Game builds and 16 scoped tests pass. Owner visual/PIE/cook acceptance remains pending.

Matching wood windows — 2026-10-10: The same Original/B/C finishes are integrated on both window sizes, with member-oriented UV render copies and common glass as authorized. Six scoped tests and Save/disk reload pass; actual window examples are added to the existing door review map. Owner visual/PIE/cook acceptance remains pending.

Current ModularKit material quality policy — 2026-10-10: only SmoothPlasterPartition and DarkBrownClapboard meet the owner-confirmed usable visual baseline. Other existing materials/appearances remain provisional and require rework/review. The replacement workflow requires suitable reproducible sources, all visible surface roles, matching geometry, verified scale/inputs, complete Appearance integration, actual UE kit/house proof and Save/reload. PIE/cook/performance remain separate. Canonical workflow and delivery gates · House authoring guide.

Garage endpoint audit corrected — 2026-10-11: exact four-endpoint regression coverage now uses a controlled fixture; current owner candidates use fresh structural validation. All 57 checks pass with no test warnings, and the 1,166-piece owner layout is preserved. Cause and validation.

ManualHouse automation log cleanup — 2026-10-11: inventory audit and fixture GPU resource cleanup corrected; GAS cue search root configured. Initial cleanup checks: 56/57 successes, no test warnings; the Garage audit was resolved by the follow-up above. Diagnosis and evidence.

Wood Door appearance retirement — 2026-10-12: both Frame/Leaf sizes share exactly the three TwoPanel finishes across ManualHouse/player Building; removed choices restore to TwoPanelWarmWood through the existing save contract. Canonical owner decision and verification.

Wood Wall/Window appearance retirement — 2026-10-11: actual shared entries and defaults now match the owner-approved lists, including player Building and central save migration. Brick/Concrete remain unchanged. Canonical retirement contract.

Historical environment configuration audit — 2026-10-08: all 27 Instances-folder MIs are adjusted and saved with mandatory AO/Specular overrides, source scan-area tiling and three corrected linear data maps. The 41 original current ModularKit meshes, Blender sources, catalog and FBXs now use metre UV0; reimport and geometry/collision/slot preservation checks pass. Garage Door fitted-UV requirements and Triplanar slope/orientation limits are retained. This configuration audit does not establish usable quality; the current two-appearance quality decision above supersedes earlier acceptance assumptions. Historical settings and retained UV constraints · Authoring contract.

Smooth Plaster interior material — 2026-10-10: a reusable off-white Substance MI is saved for inside faces of exterior walls and interior partitions, with DirectX Normal, separate Roughness/AO and Tessellation off. The procedural source is retained in the external Adobe/Painter library; rendered textures and the current source manifest remain in the repository. The current owner configuration uses it on all four SmoothPlasterPartition slots and DarkBrownClapboard slot 3; see the current quality policy above. Physical source area remains unverified; runtime acceptance remains separate. Material paths, source storage and verified configuration.

Corner-fill occupancy correction — 2026-10-10: existing third walls reserve their occupied volume; paired contact corners extend only into empty height bands. All authored GeneralHouse records and materials are retained. Current geometry rule and verification.

Touching wall-corner seams — 2026-10-10: owner-selected method 1 closes perpendicular touching ends and fits both appearance profiles while retaining independent per-wall materials. Actual GeneralHouse records and bindings are preserved; disk reload reconstructs the corrected corners. Geometry contract, actual UE capture and validation.

GeneralHouse map Save correction — 2026-10-10: derived corner buffers no longer serialize into the Level; per-slot vertices are compacted without changing surface attributes. The actual map shrank from 949 MB to 2.40 MB, with a measured 0.416-second native Save. Disk reload automatically restores all 948 pieces and 14 corners, preserving the owner's materials. Storage contract and validation.

Wall snap facing correction — 2026-10-10: Slab edge snaps now orient siding away from the selected Slab, including rotated sources; West/North pivots retain the same footprint. Continuation/stacking inherit Wall direction. Editor/Game builds,64 tests and native save/reload pass; the reported replacement is corrected with947 other records retained. The later paired contact correction closes the small relief seam from this checkpoint. Placement contract and validation.

Garage rim snap correction — 2026-10-10: wider openings expose both end alignments and adjacent rim contacts, so a Slab under a side wall can be selected directly. Native collision rejection and existing house records remain intact. Owner follow-up reports unwanted orientations, unsupported floor overhang and a 50 cm gap; the selected 300/600 cm kit below implements floor coverage and edge filtering; physical input and owner visual acceptance remain pending. Owner feedback and pending options.

2026-10-11 approved endpoint repair: Opening 300/600 now adds physical Wall 25/50/100 ends and perpendicular wall faces to the Slab grid. Preview/fresh commit/runtime share the contacts and reject structural overlap or incomplete floor coverage. Implementation and four endpoints in the earlier owner snapshot; Editor/Game, 16 checks and Save/reload pass with all 1,000 owner records/settings unchanged. Owner Viewport/PIE acceptance remains pending.

Garage endpoint diagnosis — 2026-10-11: metre-grid endpoints overlap 15 cm side walls; current nearest clear points leave 85 cm gaps. The owner selected physical wall endpoint anchors; implementation and current verification are linked above. The legacy 550 kit is deleted; Editor/Game and 14 checks pass with all 988 current owner records preserved. Evidence and options.

Selected garage kit saved for review — 2026-10-11: Graphite Steel and Ivory Classic, 300/600 × 300 cm, each with static open double leaves and Door + Track. Exactly two garage placements; complete floor coverage, source-edge filtering and exact 300 cm structural ceiling throughout both rails. Twelve meshes/Data Assets, Painter sources and eight ManualHouse review bays are saved; Editor/Game, 13 tests and reload checks pass. The owner hardware correction moves hinges to solid panels, raises pulls to 130 cm and removes the coplanar Opening liner; twelve revised meshes are saved/reloaded and three GarageKit checks pass. Owner visual/Viewport motion/PIE/cook acceptance remains pending. Actual Unreal views and asset paths.

15 cm walls and closed clapboard corners — saved 2026-10-10: all shared wall resources and matching frame/window/louver/gable sources are thinner. Real clapboard geometry has separate exterior, cut, cap and interior slots; the initial smooth-brown assignment is historical and the current partition appearance is SmoothPlasterPartition. All 948 GeneralHouse records remain; 150 exterior planes match the previous envelope. Editor/Game builds and all 62 targeted non-PIE tests pass. Owner visual/PIE acceptance remains pending. Current contract, evidence and actual UE captures.

Clapboard option01 plan — superseded: owner-approved real geometry, 1/12/2 cm exposed section and four surfaces are implemented in the 2026-10-10 revision above. Historical plan.

Clapboard exposed-edge proposals — 2026-10-09: owner reports working Nanite face displacement and requests actual timber edges with displacement excluded there. Three AI proposals are ready: cut ends,45-degree miter, timber corner trim. Owner selection precedes UE update; no UE assets changed this turn. Images, scope and proposal status.

Clapboard visual revision — 2026-10-09: owner reports missing visible displacement and inconsistent face patterns in Painter. Height is active; the owner screenshot now confirms displacement enabled but Scale amount0 and Uniform subdivision count1. The subsequent preview has corner cracks and jagged steps; the trial settings are superseded. Restore Scale amount0 and resolve geometry/edge construction before another displacement test. Exposed-edge mapping intent is pending clarification. UE integration remains saved with zero displacement; visual acceptance is open. Diagnosis and remaining actions.

Dark brown horizontal siding — 2026-10-09: owner-authorized UE integration is complete. Adobe Painted Wood Siding Clapboard is the additive Dark Brown Clapboard Wood appearance for Wall25/50/100, with five source maps, a direct Sensei MI and shared preview/slot bindings. GeneralHouse now uses it on78 exterior Wood walls, with33 line-I walls using the new smooth partition appearance;948 total records and original choices/defaults are preserved. Native saved/clean/readback checks and four appearance/menu/PCG/persistence automation checks pass. Final visual/PIE acceptance and source scan calibration remain pending. Material, actual UE preview and validation · Selectable Wood appearance.

Modular Architecture showcase — 2026-09-26: a separate Editor catalog displays the 75 existing Kit Proof Town Architecture meshes in ten categories with names and measured dimensions. Map path and inspection guide.

Spawn-selection presentation — 2026-10-14: Client 1 walking in place after saved-position collision recovery was traced to the living notification dismissing its required town-selection screen. Notification routing and owning PlayerState readiness are corrected; Editor/Game builds and 75 native regressions pass; owner PIE retest remains pending. Diagnosis, existing save contract and validation.

C++ hardening — 2026-09-23: save failure recovery, background snapshots, door placement, interaction refresh/indexing and Inventory source decomposition are implemented. Validation and owner acceptance · Save contract.

P13 blockout assembled — 2026-09-23: dedicated World Partition map, eight prototype buildings, doors, no-build/navigation volumes and starter materials are saved. Two persistent map crates are saved and the persistence suite passed 9/9 non-PIE tests. Streaming/HLOD and owner PIE acceptance remain open. Current implementation evidence · Container save contract.

P13 Architecture kit — updated 2026-09-23: 75 FBX exports and editable Blender sources are prepared, and all 75 Static Mesh assets are imported/saved under the Kit Proof Town Architecture folder with non-PIE bounds, slot, UV, navigation, Nanite and authored-UCX validation. All 20 owner texture ZIPs are extracted, 76 textures are imported/saved, and 20 provisional Sensei Material Instances are prepared; owner policy disables Metallic on the 19 sets without a map. Starter material binding and first measured blockout are saved; physical tiling, streaming and owner acceptance remain open. Mesh import evidence · Texture coverage · Material presets and resolved policy.

P10 combat: L1810 + Tools occupancy, numbers, and projectile flight approved 2026-09-20. Owner-reported Dedicated Server + two clients pass closed ROAD-P10-04 / ROAD-TOOLS-10 the same day. Independent fire heading remains later-phase TBD-COMBAT-AIM-001.

Animation profiles: searchable Context-based entry titles for every DA_AnimProfile_*.

P09 animation: one Carry / Aim action for idle and movement — 141 shared pose entries; camera-mode duplicates and Fire action removed; arm pitch, elbow poles and support-hand twist lock await owner PIE.

P09 Aim: RMB/view refactor — native foundation built and automation passed; ADS authoring/calibration and owner PIE remain pending. 2026-09-23: Sprint immediately cancels ADS/ShoulderAim; owner PIE acceptance pending.

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
47Visible documents
47Indexed documents
22Feature specs
179Indexed TBD references

Two-pane Window 200 × 150 — 2026-10-12: owner selected the rectangular form with two large left/right panes, existing three Wood colors, and 1.5× material/HP values rounded upward. Building/ManualHouse production and validation · Authoring procedure. Owner visual/PIE/rejoin/cook acceptance remains pending.

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

4 documents

Design

2 documents

Enemies

3 documents

Gameplay

17 documents
Feature Specification

Agriculture

First-increment crop loop confirmed; remaining work is numeric tuning, assets and exact delivery phase.

FEAT-AGRICULTUREdraft1 TBD
Feature Specification

Livestock

Livestock system scope confirmed; detailed gameplay, content, persistence rules and delivery phase remain TBD.

FEAT-LIVESTOCKdraft3 TBD
Feature Specification

Lock & Access System

Built-in and installed locks, Squad access, Lockpick, exact-ID vehicle keys and permanent Hotwire; timed action rules approved.

FEAT-LOCK-ACCESSplanned2 TBD
Feature Specification

Blood Visual (Stains, World Feedback, HUD)

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

FEAT-BLOOD-VISUALdraft6 TBD
Feature Specification

Building System

Wood, Brick and Concrete player-built pieces and ordinary authored houses share a planned piece-level damage and persistence model. Owner-selected Build Catalog retains its header/sidebar during selection and uses a full-height piece grid with thumbnails and no separate lower preview: tap R toggles the window; choose piece, Resource and Appearance, then Select & Place enters preview. A held-Hammer EN/TH HUD guide is included. Native verification and owner PIE review are recorded in the Building specification. Placement creates a Squad-owned hologram that only current members see and fill. Players without a Squad must create or join one before placement. Placement follows the centered footprint without a world grid, snaps to completed-piece points, rotates with the mouse wheel, and rejects steep center-ground floors; reach remains 10 meters. Owner PIE retest is pending. Owner-selected Night Ops Build Card displays a separate row per required material, anchored above the piece and facing the local camera. Native build and UMG rendering checks pass; current recipes still use one resource per tier. Owner PIE review is pending. Cancellation drops all contributed materials; full bills complete immediately. Members may contribute or remove without holding a Hammer; holograms have no collision or support role. The first slice uses existing Modern Farmhouse geometry outside POI/no-build volumes. Player bases remain raidable; POI structures stay protected.

FEAT-BUILDINGdraft2 TBD
Feature Specification

Character Creation & Appearance

Overview

FEAT-CHARACTER-CREATIONdraft3 TBD
Feature Specification

Combat System

Balanced gun + melee. P10 slice owner-reported complete 2026-09-20: L1810 projectile fire, Tools light melee, occupancy LMB/RMB inputs, throw any held item, melee only if bMeleeWeapon. Later-phase independent fire-heading remains open.

FEAT-COMBATdraft1 TBD
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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. P21 preparation includes an editable 16-skill catalog, tested XP/level and bonus calculations; gameplay integration remains pending.

FEAT-CRAFTING-PROGRESSIONdraft1 TBD
Feature Specification

HUD & UI System

Build Catalog 2026-10-14 replaces hold-R player construction selection; native verification and owner PIE status follow the Building specification. Canonical player-facing specification for HUD, menus, maps, inventory, crafting, building, workbench, social, settings, accessibility, UX flows, widget hierarchy, and SVG icon assets. Inventory Night Ops G4.2, HUD revision-3 G4.3 and Pause/Settings Option B G4.4 are closed with owner-reported full PIE acceptance. G5/P08 Option C “Survivor Dossier” has an owner-reported Single Player frontend/character/persistence/pause-exit pass 2026-09-16, extra dedicated-client first-time follow-camera pass, dedicated Pause/Exit/restore pass, and Server Browser Refresh/Join pass the same day. Steam/Feedback/production-map work remains blocked and G5 stays open. Station-destruction craft refunds (TBD-HUD-UI-005) are resolved 2026-09-22 as one wreck recovery container. The queue reservation slice is in source; the crafting screen is not.

FEAT-HUD-UIdraft7 TBD
Feature Specification

Inventory & Items

SCUM-style containers and held items; resolved grip contract with runtime fields, KeepWorld attach and ABP_Player Two Bone IK; per-item finger Pose Assets confirmed with native fields and ABP blends, authored poses pending; first-slice offsets and owner PIE remain pending.

FEAT-INVENTORYdraft5 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. Fracture caps movement at Walk.

FEAT-SURVIVALdraft1 TBD
Feature Specification

Weapon Customization (Workbench & Field)

Weapon attachment, magazine, and repair rules. L1810 pairings, jam chance, field repair, salvage yield, parts-only repair, magazine ammo whitelist, and laser/light input names are confirmed. Remaining catalog and gun-repair-kit identity stay TBD.

FEAT-WEAPON-CUSTOMIZATIONdraft6 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-RAINdraft10 TBD

Multiplayer

4 documents

Production

5 documents
Decision Log

Decision Backlog

83 tracked decisions. P11 customization jam/repair/laser-input/mag-ammo rules resolved 2026-09-20; Item Details 3D inspect now starts facing left, is player-rotated, mouse-wheel zooms, and is wrap-lit from every side (InspectPreviewStartYaw on DA_Item_*), pending owner PIE. Compact Inspector A is the selected Item Details redesign; the selected Distance Explorer is implemented with base damage and independently visible Shoulder/ADS angular spread over an upright white PNG silhouette at the current player height. Build, widget compile/save and non-PIE HUD 42/42 passed; owner PIE remains pending. Final PNG import/save/readback, rebuild and focused Ballistics 2/2 passed; the upright silhouette was checked in an offscreen render fixture. Remaining combat open item is later-phase independent fire heading, plus livestock, vehicle addons, and remaining agriculture tuning.

DEC-BACKLOGdraft83 TBD
Production Pipeline

Manual House Authoring · TH / EN

Direct Wall-top → Slab upper-floor snaps and horizontal Rectangle; selected 100 × 50 × 25 cm concrete/wood stair, upper/lower Slab contacts and actual saved review; Native tool controls preserve components, source changes reuse scene validation, indexed mesh selection/highlights; measured action timings and 38 regressions with owner-input acceptance pending. Lit L_GeneralHouse workspace; independent 100/200 cm door pairs, corrected 200 cm double leaves on opposite jambs and retired-piece cleanup; automatic compatible Resource/Appearance defaults, default Viewport Rectangle on Slab/Wall definition selection (2026-10-11), explicit Single override and stale-draft cancellation; floor and vertical Wall width/height Viewport Rectangle with corrected first-click/drag input (Array removed), slab-top stacking and uniform 25 cm ModularKit slab thickness and owner-approved existing layout releveling (saved), automatic 45-degree L wall miters with removal/save restoration, Undo/Redo mesh consistency, direct ISM instance appends for faster placement, lazy authoring handles, explicit named groups with member highlighting, Resource/Appearance editing and per-group show/hide, a whole-house selection-outline toggle, cached Viewport snaps with hover-only previews, Ctrl click/drag multi-selection and Enter deletion with Undo/Redo, direct mesh selection, active-source snap points and optional Show All Points diagnostics, four Slab 25 positions per Slab 100 side, and the current 53-piece compatibility audit. Interactive ISM houses; TH / EN guide.

PIPE-MANUAL-HOUSE-AUTHORINGreview0 TBD
Production Pipeline

Project Setup Steps

Canonical foundation checklist plus detailed ROAD-P00-02 clean checkout/LFS/build and ROAD-P00-03 packaged Linux dedicated-server with owner-run two-client validation procedures.

PIPE-PROJECT-SETUPdraft1 TBD
Production Register

Risk Register

The biggest risk to Lambeer is scope vs. team capacity: an indie team building a Rust/DayZ-class persistent PvPvE survival game. This register lists the concrete risks, their impact, and mitigation direction. Revisit each phase.

PROD-RISK-REGISTERdraft1 TBD
Production Pipeline

Roadmap & Milestones

32 focused production phases with evidence-based status, concrete work packages, dependencies and acceptance gates. G4.2 Inventory, G4.3 HUD revision 3 and G4.4 Pause/Settings Option B are closed with owner-reported full PIE acceptance. P08/G5 Option C “Survivor Dossier” is Partial: owner-reported Single Player frontend, character-creation visual and persistence/restart checks passed 2026-09-16, plus extra dedicated-client first-time follow camera, dedicated Pause/Exit/restore and Server Browser Refresh/Join, while Steam/Feedback/production-map work stays blocked. P07 SQLite persistence is Complete after owner-reported Dedicated Server + two Preview restart/rejoin, including collect-once map pickups and dead-save spawn select. P10 L1810 + Tools combat loop is Complete after owner-reported Dedicated Server + two clients 2026-09-20. Held tools catalog pickup/icons remain. P13 is Partial: world decisions 003–007 are resolved and 75 Kit Proof Town Architecture meshes are imported/validated, with dedicated map, measured blockout and starter materials now saved; streaming prototype acceptance remains open; TBD-WORLD-001 stays open. P14 AI is StateTree + EQS on an AIController. General/Hulk starting stats and a Manny stand-in damage pawn are in source. Laser/light detection stays TBD-11668480. Horde trigger is player noise or activity, and cadence stays TBD-C5A45C93 for P27.

PIPE-ROADMAPdraft0 TBD

Project

1 documents

Technical

9 documents
Technical Guide

PCG House Details Guide

Guide-only house Details: shared footprint, authored walls and room zones on every floor, opening and stair markers, material roles, inspection visibility, validation and worked examples. Owner PIE acceptance pending.

TECH-PCG-HOUSE-DETAILSimplemented0 TBD
Technical Design

Console Cheats

Canonical catalog of Lambeer gameplay and UI console commands from CheatManager and PlayerController Exec, grouped for Dedicated Server client PIE. GiveItem Server-RPCs from a client Preview. Equip and SpawnPickup stay host-pawn only, separate from UI_G3Give* helpers.

TECH-CONSOLE-CHEATSdraft0 TBD
Technical Design

Performance Profiling & Debugging

Detailed UE 5.8 runbook: CPU/GPU, memory/GC, loading hitches, UI/inventory, Dedicated Server + two clients, trace commands, instrumentation and before/after evidence. Owner-only PIE procedure; no measured results. Existing performance-target decision remains open.

TECH-PERFORMANCE-PROFILINGdraft1 linked TBD
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. G3 gameplay HUD behavior, G4 core screens and G4.2 Inventory are closed within their recorded owner evidence. G4.3 (UI-HUD-018) revision 3 and G4.4 (UI-MENU-001) Pause/Settings Option B pass native, automation, Widget Blueprint and complete owner PIE acceptance. G5/P08 Option C “Survivor Dossier” has an owner-reported Single Player frontend/character/persistence/pause-exit pass 2026-09-16, extra dedicated-client first-time follow-camera pass, dedicated Pause/Exit/restore pass, and Server Browser Refresh/Join pass the same day. Steam/Feedback/production-map blockers remain and G5 stays open. TBD-HUD-UI-005 is resolved. UI-SYS-001 reservation, cancel, wreck and schema-1 persistence are in source. UI-SYS-002 is not started. Xbox/PlayStation remain deferred.

TECH-HUD-UI-IMPLEMENTATIONdraft7 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 the existing In-Place animation registry. P09 adds held-item layers, ShoulderAim, six populated animation profiles (141 shared Carry/Aim entries) with shared Carry gaits, Walk-only ShoulderAim, per-item finger Pose Assets (native fields and ABP blends landed; authored poses pending), procedural arm recoil plus L1810 standing supported bodycam ADS alignment (per-gun trial tuning; owner acceptance pending), folder naming, placeholder provenance and beginner Editor support-hand calibration.

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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P09 retargeted firearm aim — 2026-09-19: pistol/rifle idle and eight-direction walk now use supplied retargeted content and Aim Offsets in all authored hand/stance contexts. Standing aim uses new full-body locomotion; crouch/prone preserve the lower body. Owner corrected pitch endpoints to -80/0/+80 mapped to -1/0/+1; AO-based sight/support arm alignment now transports the authored bend plane while retaining camera-aligned sights; the subsequent owner high-pitch report exposed rotating eye height in the camera socket offset. FPP eye-pivot correction passed build and four focused tests. Owner SightDump samples confirm unreachable hand targets at neutral/upward pitch, with correct hand/view rotations. Owner-approved adaptive sight depth is implemented; build, Blueprint compile and three focused tests pass. Owner visual retest remains pending. Native build, MCP Blueprint compile/save and six focused tests pass. Owner visual/network PIE remains pending; P09 stays Partial. Canonical content, evaluation and acceptance.

P09 walking correction — 2026-09-19: owner confirms up/down aiming works, but cardinal movement stayed idle and diagonals chose wrong clips. Reproduced stale runtime triangulation, rebuilt/saved both firearm walk spaces, strengthened exact-direction regression, and organized AO/base/sample assets under Pistol and Firearm2H while merging the owner-confirmed duplicate pistol idle. Walking visual retest remains open. Diagnosis and validation correction.

P09 TPP character-look align — 2026-09-19: TPP Aim now rotates the right-hand firearm around the grip so its sight/muzzle axis matches character look (GetBaseAimRotation), not the over-shoulder camera. Local FPP ADS remains the camera-relative guide pipeline. Owner visual/network PIE remains pending. Canonical contract.

P09 left support wrist lock — 2026-09-19: Weapon Contact now orients the supporting left wrist with HandLInWeapon * AchievedWeapon so looking up/down no longer rolls the palm on the gun. L1810 keeps its authored support Location and identity Rotation. Owner visual/network PIE remains pending. Canonical contract.