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71 docs tagged with "v0.3.0"

Changes related to the v0.3.0 release.

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Actor Pool Set Factory

UFactory that creates new UNActorPoolSet assets from the Content Browser's "Create Asset" menu.

Actor Pools Editor Utility Widget

Editor utility widget that hosts the Actor Pools developer overlay and exposes editor-only actions like creating new pool-set assets.

Actor Pools Editor Validator

Editor data validator that runs UAssetDefinition_NActorPoolSet::ValidateAsset against pool-set assets on save and during commandlet validation.

Arc

Provides various functions for generating points inside or on the surface of an arc using different random generation strategies.

Asset Definition (Actor Pool Set)

Asset definition that registers UNActorPoolSet with the Content Browser — display name, color, category, and the static validator entry point.

Bone Component

A Bone functions as a connection point outside of a Cell that is used as a starting point during World Assembly.

Box

Provides various functions for generating points inside or on the surface of the FBox using different random generation strategies.

Canvas Utils

Native helpers for drawing NEXUS canvas items to an FCanvas.

Cell

A reusable level wrapper that lets World Assembly reason about placement without loading the source map.

Cell Editor

Toolbar options visible when a ANCellActor is present in a UWorld.

Cell Initialized

Interface implemented by actors that need to react when their owning cell has been initialized from a proxy.

Circle

Provides various functions for generating points in the plane of a circle using different random generation strategies.

Console Commands

Some console commands for developers to use provided by UNWorldAssemblySubsystem.

Debug Actor

A disposable diagnostic actor used to visualize a world-space location or arbitrary geometry during development.

Developer Overlay

An overlay listing every live ENDynamicRef slot and FName bucket in the active world(s).

Developer Overlay

An overlay showing in-flight World Assembly operations and their status.

DynamicRef Component

A component which registers and unregisters the owning AActor with the UNDynamicRefSubsystem for future query.

DynamicRef Subsystem

A locator system that maintains a map that organizes actors into predefined categories.

Editor Mode

The editor sub-mode used to author and inspect cells and organs without leaving the level viewport.

Editor Utility Widget

An extension on UEditorUtilityWidget providing a custom tab icon, deferred post-construct work, and cross-session state persistence via UNEditorUtilityWidgetSubsystem.

FAQ

Common questions about World Assembly — its goals, the biological naming, and why it isn't built on PCG.

Feature Matrix

A breakdown of World Assembly features, their availability, and the release each is targeted for.

Get Actor Async

An async Blueprint action that soft-loads an AActor class and then gets an instance from the Actor Pool subsystem.

Guardian Subsystem

A developer-focused subsystem to help monitor specific metrics related to UObject usage.

Iteration Counter

Bucketed integer counter that records a running tally per iteration.

Multiplayer Library

A handful of methods meant to support the building logic that works in multiplayer scenarios.

Multiplayer Test

The Multiplayer Test quickly assumes a pivotal role in the development of a multiplayer game.

Multiplayer Test Subsystem

Editor subsystem that drives the Multiplayer Test workflow — spawns and tracks the client/server processes that make up a test session.

Multiplayer Utils

Native helpers for authority checks, player-identifier lookups, server travel, and ping — the C++-only counterpart to UNMultiplayerLibrary.

Organ Editor

Toolbar options visible when Organs are present in a UWorld.

Organ Volume

A spatial volume that defines where World Assembly of Cells (via Tissues) should be generated.

OrientedBox

Provides various functions for generating points inside or on the surface of the FOrientedBox using different random generation strategies.

Pose Asset Fixer

An action to find and resolve UPoseAssets that are out-of-date with their source animation.

Process Flows

A procedural generation system focused on creating dynamic gameplay-focused spaces.

Property Sections

Editor helper that registers a shared NEXUS property section across the standard Unreal property views.

Raw Mesh

Lightweight CPU-side mesh representation used by World Assembly and blockout tools.

Raw Mesh Factory

Builds FNRawMesh instances from Unreal's collision and rendering primitives.

Raw Mesh Utils

Intersection, containment, and convex-hull helpers for FNRawMesh geometry.

Rectangle

Provides various functions for generating points the plane of a rectangle using different random generation strategies.

Report

Composable, hierarchical report structure that can be emitted as plain text or Markdown.

Report Block

Base type for all report blocks, carrying the heading, header, footer, level, and priority shared by every block.

Report Output Format

Output format selector used by FNReport's emit methods to choose between plain text and Markdown.

Report Table Block

Report block that holds tabular data, rendered as a column-aligned grid in plain text or a pipe-separated table in Markdown.

Severity

Shared severity ladder used across NEXUS for log, message, and developer-overlay classifications.

Spawn Actor Async

An async Blueprint action that soft-loads an AActor class and then spawns an instance from the Actor Pool subsystem at a given transform.

Sphere

Provides various functions for generating points inside or on the surface of a sphere using different random generation strategies.

Spline

Provides various functions for generating points along a USplineComponent spline using different random generation strategies.

Tagging

Tags play an interesting role within World Assembly, providing a cheap and effective way to markup content, drive behavior, and convey information to third-party consumers.

Text Render Component

A component that builds a network-synchronized UTextRenderComponent between clients.

Tissue

A Junction serves as a sized (XY) connection point between two Cells.

World Assembly

A procedural generation system focused on creating dynamic gameplay-focused spaces.