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. |
| 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.