Skip to content

Glossary

Short definitions for terms used across design, onboarding, and systems pages.

Rephrased gameplay

Term Meaning
World rune A placed AWorldRune with a word identity, interaction volume, command range, and deactivation range.
Drawn rune A word activated by matching an exact stroke set on the drawing tablet.
Candidate The closest world rune currently available for interaction. Shown with the candidate glow.
Pending word The first activated token waiting for a second word.
Rune token One activation: word data, origin, and source actor/object. Token identity is used for cancellation.
Sentence One Verb plus one Noun in either order. A valid sentence produces one command.
Command orb Expanding AExpandingRingActor spawned from the Noun; it delivers the Verb to matching runeable objects it reaches.
Runeable object An actor with URuneableObjectComponent, a NounRune, and its current Status.* state.
Noun rule One matrix cell on a noun: verb, the exact state it starts from, and the state it leads to.
State An exact set of Status.* tags, such as Broken + Open. Every state has its own tag.
State Look How a puzzle looks in one state: the mesh, materials, visibility, on/off, and transform of each part.
Performance What a puzzle plays when a rule reaches a state, such as a door swing or a repair sequence.
PIE (Play In Editor) Run the game inside Unreal Editor using Play or Alt+P.

Unreal Engine

Term Meaning
CDO (Class Default Object) Unreal's template instance for class-wide defaults.
GC (garbage collection) Unreal's automatic reclamation of unreferenced UObjects. UObject references that must stay alive need reflected ownership such as UPROPERTY.
UPROPERTY Reflection macro used for editor exposure, Blueprint access, serialization, and UObject reference tracking.
TSubclassOf<T> A class type token shown as a class picker in the editor. It names a class to instantiate; it is not a live instance.
Enhanced Input action (IA_*) Semantic input event bound by gameplay code.
Input mapping context (IMC_*) Asset that maps physical keyboard/gamepad controls to input actions.

Repository and tooling

Term Meaning
Coding agent Cursor, Claude Code, Codex, Antigravity, or another assistant that can use the project MCP.
MCP Local project tools for sync, tasks, wiki search, convention checks, review, submission, and devlogs.
Project rules Engineering and documentation rules in AGENTS.md, CLAUDE.md, and Coding conventions.

Change history

  • 2026-09-29 — Gabriel Li — Added noun rule, state, State Look, and performance entries (CORE-009).
  • 2026-09-17 — Gabriel Li — Updated gameplay terms for world/drawn activation, two-word transactions, command orbs, runeable objects, and split input contexts.
  • 2026-09-05 — Gabriel Li — Updated to the shipped hybrid Content structure (PR #19): PreProShowcase sandbox under Content/Rephrased/Levels/Prepro/, Art/Gameplay/Levels layout, Imports isolation, Content/Developers/<Discipline>/<Name>/ scratch space.
  • 2026-08-14 — Gabriel Li — Required toolkit named Rephrased MCP (tasks + convention review + team review server); coding agent lists Cursor, Claude Code, Codex, and Antigravity; Unreal MCP labeled suggested.
  • 2026-08-13 — Gabriel Li — Tooling terms: MCP instead of named skills.
  • 2026-05-23 — Gabriel Li — Initial glossary (Rephrased interaction terms, UE onboarding vocabulary, coding-agent wording); added TSubclassOf<T> definition.