Runtime Timing Architecture
Establish Blueprint-first component architecture and stopwatch/countdown workflows.
Core Data Contracts
Introduce timing delegates and shared data structures to support event-driven gameplay scripting.
Time Presentation Standards
Define multiple display styles and prepare API surface for HUD, UI, and debug output.
Stopwatch Component Implementation
Deliver count-up timing controls and state queries.
Countdown Timer Implementation
Deliver countdown controls and state queries.
Per-Tick Runtime Updates
Implement frame-based time progression and update paths for UI synchronization.
Event-Driven Gameplay Hooks
Expand public delegate set and add milestone countdown events.
Custom Alarm System
Support configurable sets of user-defined alarm times.
Global Manager Workflow
Introduce AC3_ETA_Manager as a world-scoped timing hub.
Stopwatch Analytics Suite
Add lap time helpers and full statistical analysis derived from recorded data.
World-Level Timing Analysis
Enable aggregate analysis across multiple stopwatch instances.
Formatting & Conversion Utilities
Expose conversion and string formatting helpers to improve presentation readiness.
Blueprint API Stabilization
Consolidate public categories and naming for marketplace readiness.
Engine & Platform Support Readiness
Maintain runtime packaging as a content-capable plugin for multiple platforms.
Public Showcase Packaging
Refine the plugin narrative and prepare technical milestone copy.