Content pipeline¶
This page maps designer-authored rune content to the runtime classes that consume it.
Rune content flow¶
rune matrix
|
v
URuneDataAsset
+--> AWorldRune Blueprint
+--> FRunePattern in DA_RuneDrawingGraph
+--> noun Rules / Temporary Rules
|
v
URuneableObjectComponent on puzzle actors
|
v
ARunePuzzleActor State Looks + Performances
The full workflow is in Making runes.
Data assets¶
URuneDataAsset¶
One asset defines one word.
Word fields, on every word:
RuneWordEnglishDefinitionRuneVisualMeshWordType
Rules fields, on nouns:
- Default Status: the state a placed object starts in
- Rules: one row per matrix cell (Verb, From Status, To Status, Stops Motion)
- Temporary Rules: cells that last a while, such as Rise (Verb, From Status)
- States: read-only list of every state the rules use
Verb fields, on verbs:
- Duration: how long the verb's temporary effects last
Noun assets live in Content/Rephrased/Gameplay/Runes/Nouns/ and verb assets in Runes/Verbs/. The drawing graph is Runes/Drawing/DA_RuneDrawingGraph.
URuneDrawingDataAsset¶
DA_RuneDrawingGraph stores exact FRunePattern stroke sets. The shared graph is a binary asset, so one owner edits it at a time.
Blueprint authoring surfaces¶
| Work | Authoring surface |
|---|---|
| New word identity | URuneDataAsset |
| World form | Blueprint subclass of AWorldRune |
| Drawn form | FRunePattern in DA_RuneDrawingGraph |
| What a verb does to a noun | Rules row on the Noun data asset |
| Puzzle device | Blueprint child of ARunePuzzleActor |
| How each state looks | State Looks on the puzzle Blueprint or placed puzzle |
| What plays on a change | Performances on the puzzle Blueprint or placed puzzle |
| New kind of behavior | C++/Blueprint child of URunePuzzleBehavior |
Shared content layout¶
Content/Rephrased/Gameplay/Runes/Nouns/andRunes/Verbs/: word dataContent/Rephrased/Gameplay/Runes/WorldRunes/: world-rune BlueprintsContent/Rephrased/Gameplay/Runes/Drawing/: drawing graphContent/Rephrased/Gameplay/PuzzleDevices/: rune-responsive puzzle actorsContent/Rephrased/Gameplay/Core/: player and controller BlueprintsContent/Rephrased/Input/:IA_*andIMC_*assetsContent/Rephrased/UI/: drawing and gameplay widgetsContent/Rephrased/Art/Materials/: shared rune glow materialsContent/Developers/<Discipline>/<Name>/: personal scratch workContent/Imports/: vendor/template source content
Promote tested assets from the developer tree into the shared folder owned by their system. Use Unreal's move/rename flow so references and redirectors are handled correctly.
Shipping a new rune¶
- Confirm the matrix row and task scope.
- Create the word data asset.
- For a noun, set its Default Status and add its Rules; for a verb, add its rows to each noun it affects.
- Create the world-rune Blueprint when the word appears in the level.
- Add an exact pattern when the word can be drawn.
- Set up the noun's puzzle Blueprint: its part components, State Looks, and Performances.
- PIE the supported pair in both orders and test a rejection case.
- Run review and record evidence before submission.
A word ships without a C++ change when the existing behaviors cover its performances. A new shared behavior gets its own engineering task.
Ownership¶
The following assets are frequent binary conflict points:
BP_RephraseCharacter1IMC_DefaultIMC_RuneDrawingDA_RuneDrawingGraph- shared puzzle Blueprints
- shared maps
Check ownership before editing. Keep related binary changes together in one clearly described changelist.
Source files¶
Source/Rephrased/RuneDataAsset.hSource/Rephrased/RuneSystem/Activation/WorldRune.hSource/Rephrased/RuneSystem/Drawing/RuneDrawingDataAsset.hSource/Rephrased/RuneSystem/Effects/RuneNounRule.hSource/Rephrased/RuneSystem/Effects/RuneableObjectComponent.hSource/Rephrased/RuneSystem/Effects/RunePuzzleActor.hSource/Rephrased/RuneSystem/Behaviors/
Change history¶
- 2026-10-02 — Gabriel Li — The authoring-surface table names a
URunePuzzleBehaviorchild as a behavior (CORE-011). - 2026-10-01 — Gabriel Li — Replaced Linked Actor Slots with part components (CORE-011).
- 2026-09-29 — Gabriel Li — Updated the pipeline for noun rules, puzzle looks and performances, and the Runes folder layout (CORE-009).
- 2026-09-17 — Gabriel Li — Updated the content pipeline for current word data, drawing patterns, effect classes, runeable objects, and shared asset ownership.
- 2026-09-16 - Gabriel Li - Set 1 shipping folders:
Runes/Data,Runes/Words,PuzzleDevices. New rune work goes through SecondPlayableRuneAuthoring, not the calculator recipe. - 2026-09-05 - Gabriel Li - Updated folder map and data/recipe conventions to the shipped hybrid layout (PR #19); PreProShowcase is the current sandbox.
- 2026-08-27 - Gabriel Li - Replaced rough folder tree with Rephrased/Imports/Developers organization policy and art bible prefix baseline.
- 2026-05-23 — Gabriel Li — Default engineer sandbox: Rune Showcase (replaces L_Sandbox in tree example).
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.