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.

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.

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.

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
44Visible documents
44Indexed documents
19Feature specs
191Indexed 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; 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. Hammer-held R opens the building radial; confirming the final choice closes it immediately and enters preview. 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

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

4 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
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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. 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

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. 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.