P10 combat: L1810 + Tools occupancy, numbers, and projectile flight approved and runtime-authored 2026-09-20. Owner PIE is ROAD-P10-04. 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.

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
44Visible documents
44Indexed documents
19Feature specs
202Indexed 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

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.

FEAT-LOCK-ACCESSplanned3 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. P10 slice: 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 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. 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.

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.

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
Decision Log

Decision Backlog

88 tracked decisions. P10 occupancy/numbers/flight resolved 2026-09-20; remaining combat open item is later-phase independent fire heading, plus livestock, vehicle addons, and remaining agriculture tuning.

DEC-BACKLOGdraft88 TBD
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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. Held tools melee increment is implemented inside P02/P10 source; owner PIE is ROAD-P10-04; tool roles are resolved. Catalog pickup/icons remain. P13 world decisions 003–007 are resolved; Kit Proof Town unblocks the streaming prototype while TBD-WORLD-001 stays open.

PIPE-ROADMAPdraft0 TBD

Project

1 documents

Technical

8 documents
Technical Design

Console Cheats

Canonical catalog of Lambeer gameplay and UI console commands from CheatManager and PlayerController Exec, grouped for Dedicated Server client PIE. Host-only GiveItem/Equip/SpawnPickup are marked separately 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. 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.