Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.
Lambeer.uproject declares EngineAssociation: 5.8. Unreal Engine 5.8 is the authoritative current project version.Production context
GDD/05-Technical/01-Tech-Stack-and-Engine.mdVerified implementation evidence
Lambeer.uproject (EngineAssociation 5.8)Source/Lambeer/Lambeer.Build.csSource/LambeerServer.Target.cs
Relationships
Document contract coverage
Use these required Technical Design areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.
- ReviewProblem & Scope
- ReviewCurrent vs Proposed
- ReviewArchitecture
- ReviewData Model
- ReviewInterfaces & Events
- ReviewReplication / Persistence
- ReviewPerformance & Failure Handling
- ReviewImplementation Plan
- ReviewVerification Strategy
- ReviewTechnical Decisions / TBDs
Authoritative project content
Engine & project facts (verified from Lambeer.uproject)
- Engine: Unreal Engine 5.8 (verified from
Lambeer.uproject). - Primary module:
Lambeer(Runtime), depends onEngine,AIModule,UMG. - Enabled plugins:
ModelingToolsEditorMode(editor),StateTree,GameplayStateTree,MetaHuman,MetaHumanCoreTech,MetaHumanCharacter,GameplayAbilities,CommonUI,SQLiteCore. - MetaHuman plugins support Win64 + Linux → consistent with a Linux dedicated server.
- Project was created from the Third Person template with example variants (
Variant_Combat,Variant_Platforming,Variant_SideScrolling) — all three are to be removed (see 05-Project-Setup-Steps.md).
Language strategy — [CONFIRMED]
- C++ primary, Blueprint allowed where appropriate. Full guidelines in 02-CPP-and-Blueprint-Guidelines.md.
Core engine systems we rely on
| System | Use | Status |
|---|---|---|
| World Partition | Open-world streaming | [CONFIRMED] |
| One File Per Actor (OFPA) | Already on (__ExternalActors__/__ExternalObjects__ present) |
In use |
| Nanite | Static environment geometry | [CONFIRMED] (photoreal) |
| Lumen | GI + reflections | [CONFIRMED] (photoreal) |
| Enhanced Input | All player input | [RECOMMENDATION] (UE5 standard; template already has an Input content folder) |
| StateTree / GameplayStateTree | Zombie & boss AI | [RECOMMENDATION] (plugins already enabled) |
| EQS | AI target/danger queries | [RECOMMENDATION] (combat template includes EQS contexts) |
| Chaos Vehicles | Drivable vehicles | [RECOMMENDATION] (Phase 2) |
| Niagara | VFX | Standard |
| MetaHuman | Player characters | [CONFIRMED] |
Gameplay Ability System (GAS) — [CONFIRMED]
GAS is recommended as the backbone for attributes, damage, status effects, and especially the permanent boss buffs:
- Why it fits: survival stats map to
GameplayAttributes; damage, healing, decay, timed and permanent buffs map toGameplayEffects; boss-granted buffs become persisted permanent effects; abilities (sprint, melee combos, special items) map toGameplayAbilities. It is built network-authoritative with prediction. - Cost/risk: GAS has a real learning curve and boilerplate. [RISK] for a small team if unfamiliar.
- Decision: adopt GAS. Enable the
GameplayAbilitiesplugin and use anAbilitySystemComponenton applicable characters for attributes, effects, abilities, and persistent boss buffs.
This decision affects ../01-Gameplay/03-Combat-System.md, ../01-Gameplay/04-Survival-System.md, and ../01-Gameplay/07-Crafting-and-Progression.md.
Source control & large files — [RECOMMENDATION]
- The project uses Git + Git LFS; the repository has an
originremote andgit lfs ls-filesreturns tracked Unreal assets. .gitattributestracks Unreal packages, textures, audio, DCC sources, models, video, fonts and selected binary formats through LFS. Preserve and audit those patterns when a new binary format is introduced..gitignoreexcludes generatedBinaries/,Intermediate/,DerivedDataCache/andSaved/paths. See the ROAD-P00-02 clean-checkout validation; local rules alone do not prove remote recoverability.
Persistence backend — [CONFIRMED]
The dedicated server and embedded Single Player authority use SQLite for durable world and player data. P07 writes one database per world through USaveSubsystem / USQLiteSaveBackend. Live session state stays in authoritative RAM and is flushed every 30 seconds of world-up time, plus critical logout/shutdown/drop flushes. UE 5.8 SQLiteCore is compiled with SQLITE_OMIT_WAL; crash-safety is committed transactions plus the engine rollback journal. Building, vehicle and craft-queue records wait for later phases. Client-side UE SaveGame stores settings only, such as graphics and keybinds. Load/failure rules and first record scope are in Network Architecture.