Later-phase combat: independent fire heading versus movement — recorded as TBD-COMBAT-AIM-001; not P09/P10 work.
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.
Lambeer
The authoritative standalone HTML documentation for Lambeer. Search by system, ID, type, category, status, or unresolved decision.
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 documentsArt Direction & MetaHuman Pipeline
Art direction — CONFIRMED
Audio Direction
Audio is a survival-game force multiplier: it carries tension, telegraphs threats, and is a gameplay signal (sound attracts zombies; gunfire reveals you). Treat key sounds as gameplay, not just polish.
Reference Games
System references now include Project Zomboid as the map-design touchstone for connected settlements and enterable buildings.
Design
2 documentsEnemies
3 documentsBoss Zombies (Signature System)
Boss zombies are the endgame driver and the most distinctive feature of Lambeer. They gate the most powerful weapons and grant permanent buffs to the players who first defeat them. Design and progression rules cross-reference ../01-Gameplay/07-Crafting-and-Progression.md(../01-Ga
Zombie & Boss Roster
Searchable design roster for common zombies, boss tiers, and the dynamic horde event.
Zombie Design
Zombies are the primary threat and feature multiple types — CONFIRMED. They provide constant PvE pressure that coexists with PvP, drive loot/resource gain, and culminate in boss encounters (see 02-Boss-Zombies.md(02-Boss-Zombies.md)).
Gameplay
17 documentsAgriculture
First-increment crop loop confirmed; remaining work is numeric tuning, assets and exact delivery phase.
Livestock
Livestock system scope confirmed; detailed gameplay, content, persistence rules and delivery phase remain TBD.
Lock & Access System
Built-in and installed locks, Squad access, Lockpick, exact-ID vehicle keys and permanent Hotwire.
Blood Visual (Stains, World Feedback, HUD)
Persistent visual blood contributes to a server-authoritative periodic infection-risk check.
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.
Character Creation & Appearance
Overview
Combat System
Balanced gun + melee combat with dual-wielded one-handed weapons, swingable/throwable improvised world props, firearm range damage drop, and a later-phase independent fire-heading upgrade — CONFIRMED.
>Core Gameplay Loop
The loop at three timescales
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
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.
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.
Item IDs
Catalog of every FInventoryStack.ItemId currently registered as a Data Asset. This page indexes IDs; it is not the runtime item database.
Player Character
Overview
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.
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.
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.
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.
Multiplayer
4 documentsClans & Squads
Full clan + squad systems — CONFIRMED. Players can form small tactical groups (squads) and larger persistent organizations (clans). Group identity drives cooperation, base ownership, and territory.
Network Architecture
RISK This is the highest-cost, highest-risk area of the project. Persistent, server-authoritative, raidable PvPvE for ~40–60 players is genuinely hard. Treat the networking + persistence backbone as a Phase-1 first-class deliverable, not something to retrofit.
PvP, Raiding & Trading
Player-vs-player interaction is core to the PvPvE experience. Players can fight, raid each other's bases fully, and trade only by dropping items.
Servers & Hosting
Both official-dedicated and player-hosted servers — CONFIRMED. Players can join servers run by the developer and can also rent/run their own dedicated servers (Rust-like).
Production
4 documentsDecision Backlog
87 open decisions, including later-phase independent fire heading, firearm range-damage-drop numbers, Tools-folder melee numbers, livestock, vehicle exterior-addition design, and remaining agriculture tuning.
>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.
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.
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 planned inside P02/P10; tool roles are resolved. P13 world decisions 003–007 are resolved; Kit Proof Town unblocks the streaming prototype while TBD-WORLD-001 stays open.
Project
1 documentsTechnical
8 documentsConsole 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.
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.
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.
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.
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.
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.
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 Stack & Engine
Engine & project facts (verified from Lambeer.uproject)
World
2 documentsVehicles
Traversal, logistics and squad vehicles with owner-confirmed bumper and protective exterior steel-frame additions; detailed part rules remain TBD.
World Design
Complete seven-settlement/island concept with Kit Proof Town as the P13 limited-area brief. No-build, floor, key and PZ avoid-list decisions are resolved; the 100 km² footprint remains unlocked until measured blockout.
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.