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
42Visible documents
42Indexed documents
19Feature specs
200Indexed TBD references
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

16 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

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-COMBATdraft3 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. 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. Existing gameplay and authority contracts are unchanged; G5 is the next eligible UI gate.

FEAT-HUD-UIdraft7 TBD
Feature Specification

Inventory & Items

SCUM-style containers and held items; approved character grip references, per-item/body calibration and two-hand IK across firearms, melee and held inspection items.

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)

Weapon attachment, magazine, and repair rules. Includes Lamla Arms L1810 pistol content, compatible LRD-01 red dot, LS9-01 suppressor, and LTL-100 flashlight / laser with product markings. Remaining catalog and gameplay decisions 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

4 documents

Production

4 documents

Project

1 documents

Technical

7 documents
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 is the next eligible gate. 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 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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