Scope: Dependencies that V2 launch depends on — engine version, plugins,
middleware, third-party SDKs, infrastructure services, platform SDKs, build
tooling, and internal packages on the V2 critical path. Companion docs:
V2/V2_features.md, V2/V2_TODOS.md,
V2/V2_ARCHITECTURE.md. Date: 2026-05-12
Purpose#
This file is the V2-scoped dependency contract. For each dependency it answers
three questions a reviewer needs before launch:
- What is it — one sentence on the dependency itself.
- Where does V2 use it — the V2 features or TODOS sections that need it.
- How is it wired — version source, plugin path, target platform.
Pinned versions will live in V2/ue/V2.uproject, each plugin's *.uplugin,
each *.Build.cs, and the per-platform configs in V2/ue/Config/ once §1
creates those artifacts. Until then, this document is the planning contract and
must mark dependencies as current, planned, or external.
Package-state rule for agents:
- Current packages must match a repo
package.json before wiring.
- Planned packages are actionable work: create or land the package before
wiring V2 to it, unless an ADR says the feature must be gated.
- Historical / corrected package names are only mentioned to prevent reuse;
do not implement against them.
Cross-Reference Convention#
Throughout the V2 docs, including this file, bare §N and §N.M references
resolve to V2_TODOS.md (138 top-level sections, ~1000 subsections — the
canonical backlog). Explicit doc prefixes are used where ambiguity matters:
§80 → V2_TODOS.md §80.
deps§57 → this file's §57 (Hardware Peripheral SDKs).
arch§"<anchor>" → V2_ARCHITECTURE.md by section anchor.
features§"<anchor>" → V2_features.md by section anchor.
Table of Contents#
- Engine Version
- First-Party UE Plugins
- Third-Party UE Plugins
- Audio Middleware
- Animation & Mocap Pipeline
- Physics, Cloth, Hair
- Rendering & Post-Process
- Networking & Rollback
- Online Services Provider
- Anti-Cheat
- Platform SDKs
- Build & Distributed Compile
- Source Control
- Data Authoring & ETL
- Telemetry & Analytics
- Cloud Backend Services
- Anti-Spam, Moderation, ML
- Localization & VO
- Esports / Broadcast Toolkit
- Testing Tooling
- Marketing / Web Shell Stack
- Live Service Operations
- Security, Secrets, Code Signing
- Internal V2 Modules & Plugins
1. Engine Version#
| Dependency |
Version |
Notes |
| Unreal Engine |
5.5 LTS |
Lock to 5.5.x; no engine upgrade across the launch window without explicit signoff |
| Engine source path |
Engine/ (Epic) |
Built from source if engine modifications required; binary otherwise |
| Visual Studio |
2022 17.10+ |
Windows toolchain |
| Xcode |
16.x |
macOS (dev only) |
| clang (Linux) |
16+ |
For Linux dedicated server |
2. First-Party UE Plugins#
Enabled in V2.uproject Plugins list.
| Plugin |
Used by V2 for |
| GameplayAbilities (GAS) |
Combat spine, abilities, attributes, effects (V2Gameplay) |
| EnhancedInput |
Input mappings, IMCs, motion-parser feed (V2Input) |
| CommonUI |
Front-end shell, input-style routing, focus graph (V2UI) |
| ModelViewViewModel |
HUD attribute binding (V2UI) |
| MotionWarping |
Throw / takedown / finisher alignment to opponent |
| AnimationWarping |
Foot lock, stride warping for traversal modes |
| MotionMatching |
World Tour / Tekken Force / Devil Within / DJ street roaming |
| Mover (2.0) |
Replacement for CMC in exploration modes |
| ChooserTable |
Hit-reaction selection, wakeup variant selection |
| Niagara |
Hit sparks, blood decals, X-Ray VFX, weapon trails |
| GeometryScripting |
Stage Editor procedural builds (V2Editor) |
| ProceduralMeshComponent |
Editor stage building |
| ChaosCloth |
Costume cloth, capes, hair |
| ChaosFlesh |
MK X-Ray gore, severed-limb effects |
| MetaSound |
Native audio runtime |
| AudioModulation |
Dynamic mix, ducking, music stack |
| AudioGameplayVolume |
Stage acoustic zones |
| ReplicationGraph |
Open-world / hub replication priority bands |
| NetworkPrediction |
Client-server mode prediction (for asymmetric / open-world) |
| GameFeatures |
Modular game-mode plugins, DLC, license-conditional content |
| ModularGameplay |
Per-mode actor extension |
| Iris |
UE5.5 networking layer for non-rollback channels |
| OnlineSubsystem |
Cross-platform online abstraction |
| TraceInsights |
Perf profiling |
| Gauntlet |
End-to-end automation runner |
| FunctionalTesting |
Per-feature in-engine automation |
| AutomationController |
CI test orchestration |
| MoviePipeline |
Cinematic capture for trailers / replay export |
| Replays |
Demo recording for replay system |
Disabled in DefaultEngine.ini [/Script/Engine.Engine] DisabledPlugins to
keep editor cold-start ≤ 25s: anything not referenced by V2 modules.
3. Third-Party UE Plugins#
| Plugin / Vendor |
Used by V2 for |
| MetaHuman Animator |
Facial animation pipeline for principals (free) |
| Live Link Face |
Performance capture for cinematics |
| OnlineServicesEOS |
Default OnlineServices provider (cross-platform) |
| EOSShared |
EOS SDK wrapper for friends, presence, matchmaking |
| EOSVoiceChat |
Optional voice chat in lobbies / parties |
| PixelStreaming (optional) |
Cloud-streaming variants where contract permits |
| AssetLinter (V2) |
Internal plugin enforcing naming conventions (see §24) |
4. Audio Middleware#
Launch decision: MetaSounds + AudioModulation (engine-native). V2 ships the
native UE audio path for launch because it keeps runtime logic in source, avoids
external sound-bank cook dependencies, and reduces middleware licensing risk
across PC / PS5 / XSX / Switch2.
No Wwise plugin is integrated for launch. Wwise requires a separate ADR,
audio-director signoff, and per-platform Audiokinetic licensing approval before
any Wwise-Unreal-Integration plugin can be enabled. The executable contract is
AudioRuntimePolicy_V2_Contract.json at
V2/ue/Content/V2/Audio/AudioRuntimePolicy_V2_Contract.json, enforced by
V2/ue/Tools/check-v2-audio-runtime-policy.py.
| Asset |
Path / Source |
| Voice barks (per-fighter) |
Content/Audio/Fighters/<fighter>/Voice/ |
| Commentary banks |
Content/Audio/Commentary/<mode>/<persona>/ |
| Music stacks |
Content/Audio/Music/<mode>/<stack>/ |
| Stage ambience |
Content/Audio/Stages/<stage>/Ambience/ |
| UI SFX |
Content/Audio/UI/ |
5. Animation & Mocap Pipeline#
| Dependency |
Used by V2 for |
| Vicon / OptiTrack |
Body mocap recording (studio shoot) |
| Faceware or |
Performance face-capture (optional; MetaHuman Animator is default) |
| MetaHuman Animator |
Facial capture (default) |
@aja/depth-sensing + @aja/human-mesh-recovery |
Markerless mocap for pickup sessions / iteration |
@aja/motion-pipeline-sdk |
Studio mocap ingest, solve import, cleanup, gap fill, contact fix |
@aja/neural-retargeting |
Studio mocap V2 fighter-skeleton retarget + quality evidence |
@aja/consent-management |
Per-performer capture consent, revocation, and Themis NIL links |
@bellona/mocap + @bellona/unreal |
60 Hz frame-snap export + editor-only Live Link import handoff |
| Cascadeur |
Keyframe + AI-assist animation for non-mocap moves |
| Maya (Autodesk) |
Animation layout and manual artist correction after Aja output |
| MotionBuilder |
Legacy mocap review / emergency manual correction after Aja output |
| Blender |
Alt DCC for indie-team passes |
| Houdini |
Procedural arena builds, gore sim, crowd procedurals |
| ZBrush |
Character sculpt |
| Substance Painter |
Material / decal painting |
| Marvelous Designer |
Cloth simulation source |
6. Physics, Cloth, Hair#
| Dependency |
Used by V2 for |
| Chaos |
Default physics; ragdoll, hit physics, env destruction |
| Chaos Cloth |
Costume cloth simulation |
| Chaos Flesh |
X-Ray gore, severed-limb behavior |
| Groom |
Strand-based hair for principals |
7. Rendering & Post-Process#
| Dependency |
Used by V2 for |
| Lumen |
Dynamic GI for World Tour / Battle Hub / story cinematics |
| Nanite |
Stage geometry; disabled on character skeletal meshes |
| TSR / DLSS / FSR / XeSS |
Upscaling per platform |
| Hardware RT shadows |
PS5 Pro / XSX quality mode |
| Niagara 2.0 |
All VFX |
DLSS / FSR / XeSS plugin packages: NVIDIA DLSS Unreal Plugin, AMD FSR
Unreal Plugin, Intel XeSS Unreal Plugin — each per-vendor license; ship
the plugin per platform's GPU vendor support.
8. Networking & Rollback#
| Dependency |
Used by V2 for |
| GGPO-style internal |
V2's rollback engine (custom, in V2Netcode) |
| UE Iris |
Non-rollback channels (chat, presence) |
| DTLS (OpenSSL) |
Encrypted UDP transport |
| WebRTC (optional) |
Spectator low-latency streaming |
V2 implements rollback in-house rather than licensing GGPO middleware. The
engine-native rollback path is in Source/V2Netcode/Private/Rollback/.
9. Online Services Provider#
Primary: Epic Online Services (EOS) via OnlineServicesEOS.
| Capability |
EOS module |
| Auth |
EOS Auth |
| Friends |
EOS Friends |
| Presence |
EOS Presence |
| Parties |
EOS Lobbies |
| Matchmaking |
EOS Matchmaking |
| Leaderboards |
EOS Stats + Leaderboards |
| Player Reports |
EOS Sanctions / custom |
| Voice Chat |
EOS Voice |
| Anti-Cheat |
EOS Anti-Cheat (EAC) |
| Cloud Save |
EOS Player Data Storage |
Platform-specific shims: Sony PSN / NP SDK, Microsoft Xbox Live,
Nintendo NEX — each integrated through platform-specific Online Subsystem
modules.
10. Anti-Cheat#
| Vendor |
Used on |
| Easy Anti-Cheat (EAC) |
PC (Windows, Linux), default |
| BattlEye |
Alt option for PC |
| Platform native AC |
PS5, XSX, Switch2 |
Cert-relevant: AC must be on at launch for cross-play. Server-side validation
augments client AC.
| Platform |
SDK / Toolchain |
| Windows |
MSVC 2022 17.10+, Windows SDK 10/11 |
| Linux |
clang 16+, glibc compatible (server target) |
| macOS |
Xcode 16.x, Metal 3.2 (dev-only client; server target via Linux) |
| PlayStation 5 |
PS5 SDK (current cert version), PSN/NP, Tempest 3D audio SDK |
| PlayStation 5 Pro |
PS5 Pro SDK (current cert version), Hardware-RT quality-mode profile |
| Xbox Series X | S |
GDK (current cert version), Xbox Live, Smart Delivery |
| Nintendo Switch 2 |
Switch 2 SDK (current cert version), NEX, Switch-specific lotcheck pipeline |
| Steam Deck |
Proton compatibility target = Steam Deck Verified; Verified / Playable buckets |
| Steam |
Steamworks SDK + Steam Input + Steam Cloud + Steam Networking |
| Epic Games Store |
EOS SDK + Epic Store integration |
| Microsoft Store |
GDK Desktop |
| iOS (companion app) |
Apple Developer Program, App Store Connect, StoreKit 2, APNs, code-signing certs |
| Android (companion) |
Google Play Console developer account, Google Play Billing, FCM |
| GeForce NOW |
NV GFN SDK (external; publisher contract gate, not required for P1 GA) |
| Amazon Luna |
Luna SDK (external; publisher contract gate, not required for P1 GA) |
| Xbox Cloud Gaming |
xCloud SDK (publisher gate; contract bundled with XSX cert) |
12. Build & Distributed Compile#
| Dependency |
Used by V2 for |
| UnrealBuildAccelerator |
Distributed builds (engine-native) |
| Horde |
Build orchestration / device farm |
| BuildGraph |
Pipeline definitions at Build/Build.xml |
| UAT (RunUAT) |
BuildCookRun, cook, package, deploy |
| GitHub Actions or |
CI orchestration |
| Jenkins or |
Alt CI orchestration |
| TeamCity |
Alt CI orchestration |
| DerivedDataCache (DDC) |
Shared network DDC across dev machines |
| ShaderCompileWorker |
Engine-native; shared across DDC |
13. Source Control#
| Dependency |
Used by V2 for |
| Perforce |
Primary VCS (large studio); typemap, streams, lock semantics |
| Git LFS |
Mirror for OSS-style branches; *.uasset, *.umap, *.fbx, *.wav, *.exr, *.ktx2, *.usd |
| Helix Swarm |
Code review (Perforce-side) |
| GitHub PRs |
Code review (Git-side) |
| P4 Server |
On-prem or cloud-managed Perforce |
14. Data Authoring & ETL#
| Dependency |
Used by V2 for |
| Google Sheets |
Balance authoring spreadsheets at V2/balance/data/ |
| CSV importer |
UE-side import to DataTables (in V2Editor) |
| Python 3.12 |
Build / cook / balance / asset audit scripts |
| Pandas |
Balance dashboard prep |
| DuckDB |
Local analytics over telemetry exports |
15. Telemetry & Analytics#
| Dependency |
Used by V2 for |
| EOS Player Data Storage |
Per-player telemetry |
| Snowflake or |
Warehouse |
| BigQuery or |
Warehouse |
| ClickHouse |
Realtime balance dashboards |
| Kafka / Pub-Sub |
Event firehose |
| Grafana |
Ops dashboards (server health, p99, rollback) |
| Looker / Metabase / Superset |
Balance dashboards |
| Sentry |
Crash + frontend errors |
| OpenTelemetry |
Backend tracing |
16. Cloud Backend Services#
Default cloud: AWS (us-east-1, eu-west-1, ap-northeast-1, sa-east-1
regions). Multi-region for matchmaking ping.
| Service |
Used by V2 for |
| AWS GameLift |
Dedicated server fleet for hubs, open-world, FFA |
| AWS Fargate / ECS |
Service workloads |
| AWS S3 |
Replay storage, ghost data, cosmetic CDN backing |
| CloudFront |
CDN |
| AWS RDS Postgres |
OLTP for profiles, careers, inventory |
| DynamoDB |
Leaderboards, presence, matchmaking pool |
| ElastiCache Redis |
Matchmaking tickets, presence cache |
| AWS Cognito or |
Auth (alt to EOS Auth where needed) |
| AWS WAF / Shield |
DDoS protection |
Multi-cloud option: GCP parallel deployment behind same gateway for provider
failover. Decision per region.
17. Anti-Spam, Moderation, ML#
| Dependency |
Used by V2 for |
Kuanyin (@kuanyin/precognition + @kuanyin/foundation) |
Text + behavior moderation for chat / user-generated names / replays through @v2/kuanyin-first-line-moderation; foundation taxonomy supplies severity and intervention policy. |
Kuanyin (@kuanyin/mindful-friction) |
Pre-send moderation friction for high-risk reports and flagged messages through @v2/kuanyin-mindful-friction |
Kuanyin (@kuanyin/community-harmony) |
Community temperature monitor + raid defense for crew / faction / Battle Hub spaces through @v2/kuanyin-community-harmony |
Kuanyin (@kuanyin/performer-protection) |
Real-time shield + boundary enforcement for licensed-fighter likenesses and creator-suite uploads through @v2/kuanyin-performer-protection |
Themis (@themis/dispute-resolution) |
DSA Statement-of-Reasons API + appeal flow for moderation actions through @v2/themis-dispute-resolution (cross-ref §68) |
Themis Originality Shields (@themis/music-shield, @themis/visual-shield, @themis/text-shield, @themis/video-shield, @themis/design-shield) |
Originality verification for community-uploaded decals, logos, music swaps, custom championships through @v2/themis-originality-shields |
Nous (@nous/training + @nous/safety) |
Macro / smurf / win-trading / coordinated-throw / geographic-anomaly ML classifiers — training + safety/conformity |
| Hive AI (legacy / fallback only) |
Retained only as media fallback image moderation if Kuanyin coverage gaps at launch; never first-line once @v2/kuanyin-first-line-moderation is reachable. |
| AWS Rekognition (legacy / fallback only) |
Retained only as media fallback image/video moderation alt; never first-line once @v2/kuanyin-first-line-moderation is reachable. |
| Modulate ToxMod (primary voice-chat moderation) |
Real-time voice-chat toxicity detection — speaker-isolated, on-prem SDK in Vivox/EOS-Voice voice path. License: ToxMod Enterprise tier (volume-priced). |
| GGWP (alt voice / text moderation) |
Alternative voice + text moderation pipeline; retained as failover for ToxMod outages. License: GGWP Enterprise; cross-platform cert friendly. |
Kuanyin voice-bridge (@kuanyin/precognition voice mode) |
Server-side replay-based voice moderation appeals + cascade-prediction over ToxMod / GGWP findings (in-domain composition). |
18. Localization & VO#
| Dependency |
Used by V2 for |
| UE Localization Dashboard |
Source-of-truth for string tables |
| Crowdin / Smartling / Lokalise |
Translation workflow vendor |
| Wordbee (alt) |
Translation workflow alt |
| Phonexia / WellSaid (limited) |
Voice synth for placeholder / dev VO |
| VO recording studios per locale |
Production VO |
| Dependency |
Used by V2 for |
@v2/esports-tools |
apps/v2/esports-tools/ bridge for the @uzume/broadcast broadcast pipeline plus @uzume/lumina / @uzume/prism arena LED + projection integration |
@uzume/broadcast |
Switching, graphics, multiviewer, replay, SRT contribution feeds, stream health, and stream destinations |
@uzume/lumina |
Lighting pixel maps and live tournament cue events for in-arena LED production |
@uzume/prism |
LED wall layout, projector mapping, structured-light alignment, and arena video routes |
@veritas/fact-checking |
Post-match reporting, bracket result verification, and esports news publication holds through @v2/esports-tools |
| OBS WebSocket |
Retained only for streamer-mode notification suppression; standalone OBS / NDI / vMix integration is not primary |
| NDI |
Low-latency video routing through @uzume/prism, not standalone V2 broadcast glue |
| vMix (optional) |
External switcher adapter behind @uzume/broadcast, not the V2 broadcast authority |
| Tournament software (Battlefy / Smash.gg) |
Bracket integration |
| Dependency |
Used by V2 for |
| UE Automation Spec |
Per-feature C++ automation |
| Gauntlet |
End-to-end automation runner |
| FunctionalTesting |
In-engine functional tests |
| Replay regression harness |
Golden-replay frame-divergence checker |
| Renode / Hardware test rigs |
Console performance verification |
| Locust / k6 |
Load testing for online services backend |
| Playwright (web) |
apps/oshun/web V2 shell-tile automation |
21. Marketing / Web Shell Stack#
apps/oshun/web/src/app/v2/:
| Dependency |
Used by V2 for |
| apps/oshun/web shell |
Shared Lilith/Oshun web runtime, routing, metadata, and E2E gates |
@oshun/shell-core |
Primary shell entry points and route hrefs |
@oshun/auth-client |
Account/session surface and shell feature-gating rules |
@oshun/developer-portal |
Developer documentation registry surface |
@oshun/persistence |
Contract-backed persistence summaries |
| Playwright |
V2 tile and /v2 route automation |
The former standalone apps/v2/web/ stack is retired. V2 web content must enter
through the shared Oshun shell and the per-surface clients above.
22. Live Service Operations#
| Dependency |
Used by V2 for |
| PagerDuty / Opsgenie |
On-call rotation |
| Linear / Jira |
Issue tracking |
| Statuspage |
Public status |
| Discord |
Player community |
| Reddit / X / YouTube |
Community comms |
23. Security, Secrets, Code Signing#
| Dependency |
Used by V2 for |
| Authenticode / EV cert |
PC code signing |
| Platform native signing |
PS5 / XSX / Switch2 cert signing |
| AWS Secrets Manager / Vault |
Backend secret storage |
| Doppler / 1Password CLI |
Dev secrets |
| GitHub Advanced Security |
SAST |
| Snyk / Dependabot |
Dep vuln scanning |
| Notarization (Apple) |
macOS dev signing |
24. Internal V2 Modules & Plugins#
| Module / Plugin |
Path |
Purpose |
| V2Core |
V2/ue/Source/V2Core/ |
Engine subsystems, save, tags, cheats |
| V2Gameplay |
V2/ue/Source/V2Gameplay/ |
GAS, attributes, match-state |
| V2Combat |
V2/ue/Source/V2Combat/ |
Hitbox/hurtbox, frame data |
| V2Animation |
V2/ue/Source/V2Animation/ |
AnimBP, motion matching, IK |
| V2Input |
V2/ue/Source/V2Input/ |
Motion parser, buffer |
| V2Netcode |
V2/ue/Source/V2Netcode/ |
Rollback engine |
| V2Modes |
V2/ue/Source/V2Modes/ |
Mode registry |
| V2UI |
V2/ue/Source/V2UI/ |
Front-end / HUD |
| V2Audio |
V2/ue/Source/V2Audio/ |
MetaSound pipeline |
| V2VFX |
V2/ue/Source/V2VFX/ |
Niagara templates, gore |
| V2Cinematics |
V2/ue/Source/V2Cinematics/ |
Sequencer presets |
| V2Persistence |
V2/ue/Source/V2Persistence/ |
Save, profile, currency |
| V2OnlineServices |
V2/ue/Source/V2OnlineServices/ |
EOS shim, matchmaking, replays |
| V2Telemetry |
V2/ue/Source/V2Telemetry/ |
Event schema |
@v2/oshun-adapter |
apps/v2/oshun-adapter/ |
Node event-bus reaction adapter |
@v2/oshun-identity-binding |
apps/v2/oshun-identity-binding/ |
Account binding surface backed by @oshun/identity |
@v2/cross-product-entitlement |
apps/v2/cross-product-entitlement/ |
Identity-backed cross-product entitlement privacy surface |
@v2/maat-finance-ledger |
apps/v2/maat-finance-ledger/ |
Maat-backed economy ledger bridge |
@v2/lakshmi-responsible-play-spend-insight |
apps/v2/lakshmi-responsible-play-spend-insight/ |
Lakshmi-backed responsible-play spend insight surface |
@v2/kuanyin-first-line-moderation |
apps/v2/kuanyin-first-line-moderation/ |
Kuanyin-backed first-line moderation replacement |
@v2/kuanyin-mindful-friction |
apps/v2/kuanyin-mindful-friction/ |
Kuanyin-backed pre-send moderation friction surface |
@v2/kuanyin-community-harmony |
apps/v2/kuanyin-community-harmony/ |
Kuanyin-backed community temperature and raid defense |
@v2/kuanyin-performer-protection |
apps/v2/kuanyin-performer-protection/ |
Kuanyin-backed licensed-fighter likeness shield |
| V2Editor |
V2/ue/Source/V2Editor/ |
Move authoring, stage editor |
| V2Tests |
V2/ue/Source/V2Tests/ |
Automation specs |
| V2Mode_Arcade |
V2/ue/Plugins/V2Mode_Arcade/ |
Arcade ladder mode |
| V2Mode_Story |
V2/ue/Plugins/V2Mode_Story/ |
Cinematic story mode |
| V2Mode_Tower |
V2/ue/Plugins/V2Mode_Tower/ |
MK tower variants |
| V2Mode_Krypt |
V2/ue/Plugins/V2Mode_Krypt/ |
First-person Krypt hub |
| V2Mode_BattleHub |
V2/ue/Plugins/V2Mode_BattleHub/ |
Avatar lobby world |
| V2Mode_WorldTour |
V2/ue/Plugins/V2Mode_WorldTour/ |
Open-world avatar mode |
| V2Mode_TekkenForce |
V2/ue/Plugins/V2Mode_TekkenForce/ |
Side-scrolling brawler |
| V2Mode_DevilWithin |
V2/ue/Plugins/V2Mode_DevilWithin/ |
3rd-person action mode |
| V2Mode_Universe |
V2/ue/Plugins/V2Mode_Universe/ |
WWE-style booker sim |
| V2Mode_MyCareer_WWE |
V2/ue/Plugins/V2Mode_MyCareer_WWE/ |
Wrestling career arc |
| V2Mode_GOATCareer_UFC |
V2/ue/Plugins/V2Mode_GOATCareer_UFC/ |
MMA career arc |
| V2Mode_MyGM |
V2/ue/Plugins/V2Mode_MyGM/ |
Promoter sim |
| V2Mode_MyFaction |
V2/ue/Plugins/V2Mode_MyFaction/ |
Card-collector mode |
| V2Mode_MyRise |
V2/ue/Plugins/V2Mode_MyRise/ |
Story-driven Hero/Heel career |
| V2Mode_RoyalRumble |
V2/ue/Plugins/V2Mode_RoyalRumble/ |
30-/50-entrant rumble |
| V2Mode_FightNight |
V2/ue/Plugins/V2Mode_FightNight/ |
UFC Fight Night / PPV |
| V2Mode_Chronicles |
V2/ue/Plugins/V2Mode_Chronicles/ |
SC tactical campaign |
| V2Mode_DefJamStory |
V2/ue/Plugins/V2Mode_DefJamStory/ |
Street career |
| V2Mode_Crew |
V2/ue/Plugins/V2Mode_Crew/ |
Crew / faction cross-mode |
| V2AssetLinter |
V2/ue/Plugins/V2AssetLinter/ |
Asset naming + integrity linter |
| V2FrameDataInspector |
V2/ue/Plugins/V2FrameDataInspector/ |
Editor widget for frame data |
| V2BalanceImporter |
V2/ue/Plugins/V2BalanceImporter/ |
CSV ↔ DataTable round-trip |
| V2ReplayHarness |
V2/ue/Plugins/V2ReplayHarness/ |
Golden-replay regression |
| V2Mode_Training |
V2/ue/Plugins/V2Mode_Training/ |
Training mode + lab tools |
| V2Mode_Mission |
V2/ue/Plugins/V2Mode_Mission/ |
Combat Trials + Mission curriculum |
| V2Mode_Replay |
V2/ue/Plugins/V2Mode_Replay/ |
Replay viewer, takeover, sharing |
| V2Mode_Spectator |
V2/ue/Plugins/V2Mode_Spectator/ |
Network spectator + broadcast tools |
| V2Mode_TagTeam |
V2/ue/Plugins/V2Mode_TagTeam/ |
2v2 / 3v3 / Trinity / Cross-Assault |
| V2DialogueDB |
V2/ue/Plugins/V2DialogueDB/ |
Per-fighter intros / banter / quotes |
| V2HUDInputDisplay |
V2/ue/Plugins/V2HUDInputDisplay/ |
Input glyph stack + frame counter |
| V2BattlePass |
V2/ue/Plugins/V2BattlePass/ |
Battle Pass + daily / weekly missions |
| V2StreamerMode |
V2/ue/Plugins/V2StreamerMode/ |
Streamer Mode + DMCA-safe music swap |
| V2SpeedrunSupport |
V2/ue/Plugins/V2SpeedrunSupport/ |
Run timer + LiveSplit websocket |
| V2AdaptiveAI |
V2/ue/Plugins/V2AdaptiveAI/ |
Per-player tendency-aware CPU |
25. Adaptive Controller Hardware & Accessibility Middleware#
| Dependency |
Used by V2 for |
| PlayStation Access Controller SDK |
Accessibility input profile templates (PS5) |
| Xbox Adaptive Controller SDK |
Accessibility input profile templates (XSX / PC) |
| Logitech Adaptive Gaming Kit |
Per-button programmable macro slot mapping |
| HID descriptor library (fight sticks) |
Auto-detect Hori / 8BitDo / Razer / Victrix / MadCatz |
| Tobii Eye-Tracking SDK (PC) |
Menu navigation assist |
| PSVR2 Eye-Tracking (PS5) |
Menu navigation assist |
| OpenDyslexic / Atkinson Hyperlegible |
Dyslexia-friendly UI fonts (open source bundled) |
| OS Accessibility APIs |
Screen reader bridge (UIA Windows, AX macOS, etc.) |
| WCAG 2.1 / 2.2 AA |
Visual / motor / cognitive accessibility benchmark |
| CVAA (US FCC) |
Voice / text-chat caption compliance |
| VPAT 2.4 template |
Accessibility conformance report at V2/docs/accessibility/ |
26. Replay Storage, Ghost Data, Photo Cloud#
| Dependency |
Used by V2 for |
| AWS S3 (Cold tier) |
Replay cloud storage (per-account quota) |
| Lifecycle / TTL rules |
Auto-archive replays older than season + 30 days |
| Cloud Save (platform) |
Per-platform save cloud + EOS PDS double-backed |
| Ghost-data encoder |
Internal: encode replay → ghost data for Ghost Battle |
| MoviePipeline |
In-engine MP4 export of replays / photo mode |
| C2PA (optional) |
Provenance manifest on shared screenshots / clips |
27. Battle Pass & Live Service Backend#
| Dependency |
Used by V2 for |
| AWS Lambda / Fargate |
Battle-pass tier-up, daily challenge manifest server |
| DynamoDB |
Per-account challenge state, BP progress |
| EventBridge / SQS |
Reward grant pipeline |
| AWS Step Functions |
Seasonal rollover orchestration |
| CloudWatch |
Live-service ops dashboards |
Shared feature flags (@oshun/config features module, libs/shared/config/src/features.ts) |
Staged rollouts, region gating, A/B balance experiments — replaces LaunchDarkly (cross-ref §68) |
| CMS (Sanity / Contentful) |
Battle Pass copy, banner art, news feed |
28. Streamer, Speedrun, Coach Mode#
| Dependency |
Used by V2 for |
| LiveSplit (PC websocket) |
Speedrun timer + split integration |
| speedrun.com API |
Leaderboard ingest (read-only, partner program) |
| OBS WebSocket |
Stream-aware notification suppression |
| DMCA-safe music CDN |
Royalty-free analogue music library swap |
| Discord Rich Presence SDK |
Coach Mode invite hook |
| WebRTC |
Low-latency Coach Mode voice + screen-share |
29. Display Tech & Upscaler SDKs#
| Dependency |
Used by V2 for |
| NVIDIA DLSS 3.5 SDK |
Frame Generation on RTX 40+ |
| AMD FSR 3 SDK |
Cross-vendor Frame Generation |
| Intel XeSS 2 SDK |
Intel GPU upscaling + Frame Gen |
| NVIDIA Reflex SDK |
Input-lag reduction |
| AMD Anti-Lag 2 SDK |
Input-lag reduction |
| HDR10 / HDR10+ / Dolby Vision SDKs |
HDR output certification on target platforms |
| DirectStorage 1.2 (Win/XSX) |
Fast SSD I/O + GPU decompression |
| VRR / FreeSync / G-Sync |
Native UE 5.5 support; per-platform toggle |
30. Esports / Tournament Integrations#
| Dependency |
Used by V2 for |
| Smash.gg / Start.gg API |
Tournament-result ingest for Crown ranking |
| Challonge API |
Alt bracket integration |
| Battlefy API |
Alt bracket integration |
| Tournament.app API |
Alt bracket integration |
@uzume/broadcast |
Broadcast overlay capture, replay, graphics, and stream-control pipeline; standalone OBS / NDI / vMix is not primary |
| EVO badge program (partnership) |
Crown ranking points from EVO-class events |
| Dependency |
Used by V2 for |
| Twitch Drops API |
Watch-to-earn cosmetic unlocks |
| Twitch Extensions API |
In-stream overlay extensions (caster polls) |
| YouTube Partner API |
Creator code system + video embed retrieval |
| Discord Rich Presence + Game SDK |
Lobby invites + party invites |
| Canny / similar |
Feature voting on community portal |
| Statuspage |
Public service status (cross-ref ops) |
32. Age Verification, COPPA / GDPR-K / Korea / China Compliance#
| Dependency |
Used by V2 for |
| Platform age data (PSN / Xbox Live / Nintendo / Steam) |
Age inference from native account |
| Veratad / Veriff / Trustpilot age-verify |
Hard age-verify for unfilter chat / region opt-in |
| Sony Family Management |
Parental controls for PSN minor accounts |
| Microsoft Family Safety |
Parental controls for Xbox Live minor accounts |
| Nintendo Parental Controls |
Parental controls for Switch2 minor accounts |
| Steam Family View |
Parental controls for Steam accounts |
| China publisher SDK |
Identity-verification + minor time-limit API per region |
| Korea Game Rating Board (GRAC) |
Minor account time-limit compliance |
| COPPA-compliant data handling |
Under-13 US account constraints |
| GDPR-K |
Under-16 EU account constraints (per member state) |
| VPAT 2.4 template |
Accessibility conformance (cross-ref §25) |
33. DRM, Anti-Piracy, Hotfix Backend#
| Dependency |
Used by V2 for |
| Denuvo Anti-Tamper (PC) |
PC launch DRM (publisher decision; removal window per industry practice) |
| Platform-native anti-piracy |
PS5 / XSX / Switch2 anti-tamper |
| Code-signed manifest infrastructure |
Hotfix manifest signing + rollback |
| AWS App Mesh / API Gateway |
Hotfix manifest distribution |
Shared feature flags (@oshun/config features module, libs/shared/config/src/features.ts) |
Segmented hotfix rollout, per-region / per-platform / per-rank gating (cross-ref §68) |
| Dependency |
Used by V2 for |
| HWID fingerprint library |
Hardware-ID banning for severe offenders |
| IP intelligence (MaxMind / IP2Location) |
Geographic anomaly + VPN / proxy detection |
| ML pipeline (in-house) |
Macro detection, smurf detection, win-trading detection |
| Behavioral signature clustering |
Multi-account detection |
| Replay forensics tooling |
Per-flagged-match replay + telemetry preservation |
35. Production: Mocap, VO, Music, IP / NIL / Licensing#
| Dependency |
Used by V2 for |
| Vicon / OptiTrack |
Body mocap capture hardware (cross-ref §5) |
@aja/motion-pipeline-sdk + @aja/neural-retargeting |
Studio mocap cleanup + V2-skeleton retarget |
| MotionBuilder + Maya |
Manual review / emergency correction after Aja |
| Cascadeur |
Keyframe + AI-assist animation for non-mocap moves |
| Faceware / MetaHuman Animator |
Facial capture |
| SAG-AFTRA / equivalent union |
Stunt performer + VO actor compliance |
| Stunt insurance broker |
Per-shoot insurance coverage for stunt performers |
| On-set medic / safety officer |
Mocap shoot safety protocol |
| VO recording studios per locale |
Production VO booth booking |
| VO talent agency partnerships |
Per-locale casting director relationships |
| Music composer agency |
Lead composer + per-ruleset sub-composer contracts |
| Music licensing clearinghouse |
Mechanical + sync + master rights per track |
| Sample-clearance attorney |
Hip-hop track sample clearance for DJ ruleset |
| SFX library license |
Commercial-use sound libraries (no royalty-bearing) |
| Trademark + Copyright counsel |
Original character IP filings |
| Licensing agency |
Licensed guest character contracts |
| NIL agency |
Real-world fighter NIL agreements |
| Per-jurisdiction publicity rights review |
US / EU / UK / Japan / Korea publicity rights |
| Brand partnership agency |
In-game brand placement contracts |
| Localization talent vendor |
Per-locale lead translator + cultural reviewer |
36. Companion App, Public API, Modding#
| Dependency |
Used by V2 for |
| React Native + Expo |
Companion app iOS / Android |
| Next.js |
Companion app web variant |
| Firebase / AWS Cognito |
Companion app auth (federated with publisher account) |
| APNS + FCM |
Push notifications iOS / Android |
| AWS API Gateway / Cloudfront |
Public REST API hosting + CDN |
| OAuth2 / OIDC |
Developer portal auth |
| Stoplight / Redoc |
API reference documentation generator |
| Steam Workshop API |
Cosmetic mod sharing (PC) |
| Mod-vetting ML classifier |
Moderated mod gallery pre-filter |
| In-game Wiki CMS |
Sanity / Contentful for Wiki + glossary content |
37. Esports / Tournament Integrations (extended)#
| Dependency |
Used by V2 for |
| Smash.gg / Start.gg / Challonge / Battlefy / Tournament.app |
Tournament bracket + result ingest (cross-ref §30) |
| EVO partnership |
Crown ranking + grand-final invite |
@v2/esports-tools + @uzume/broadcast |
First-party broadcast pipeline for overlays, replay, switching, multiviewer, stream health, and SRT |
@v2/esports-tools + @uzume/lumina + @uzume/prism |
In-arena LED wall, lighting pixel map, projection mapping, alignment, and arena video-route integration |
@v2/esports-tools + @veritas/fact-checking |
Post-match reporting, bracket result verification, and esports news fact-checking |
| NDI SDK |
@uzume/prism video routing; not standalone V2 broadcast glue |
| Open Broadcaster Software |
OBS WebSocket schema for streamer-mode notification suppression only |
| Live event ingestion API |
Real-time UFC roster sync option (cross-ref §52.11) |
| Dependency |
Used by V2 for |
| Latency Display SDK (NVIDIA) |
Frame-by-frame latency telemetry on PC |
| NVIDIA Reflex SDK |
Input-lag reduction |
| AMD Anti-Lag 2 SDK |
Input-lag reduction |
| High-speed camera + controller rig |
Lab-grade end-to-end latency measurement |
| Unreal Insights / Trace |
Frame-pacing histogram capture |
| Sentry Performance |
ANR / hitch dedup at the application layer |
| Sentry Native (Crashpad) |
UE5-native crash capture via Sentry's Crashpad handler — symbol upload + per-platform minidump pipeline |
| Backtrace (alternate) |
Per-title native crash dedup with first-class console support (PS5/XSX/Switch2 minidumps); license per-title |
| Google Breakpad (fallback) |
Open-source native crash capture if Sentry / Backtrace unavailable in a platform path |
| OpenTelemetry |
Backend tracing |
| Custom memory-leak detector |
Per-system allocation tracking with regression alerts |
| Driver version database |
Per-driver-version known-issue flags |
Native crash-capture decision: Sentry alone is the application-layer service
but does not capture UE5 native crashes (C++ access violations, GPU hangs,
console abort traps). V2 ships Crashpad in-engine (Sentry Native integration
on Win/Mac/Linux/PS5/XSX/Switch2; Breakpad as PC-only fallback if Crashpad path
is broken on a platform). The decision is "Crashpad + Sentry Native" as primary;
Backtrace evaluated as alternative if Sentry Native's console support proves
insufficient under PS5 / XSX / Switch2 cert. Owner: V2 engine team. Done
when: native crash from each platform appears in Sentry / Backtrace dashboard
with symbolicated stack within 60s of crash.
V2 ships an in-engine MoviePipeline path for replay → MP4 export, highlight
reel auto-edit, and photo mode share. MoviePipeline emits image-sequence frames
but does not bundle an MP4 muxer — V2 must ship an encoder.
| Dependency |
Used by V2 for |
| FFmpeg (LGPL build) |
Cross-platform MP4/H.264 + H.265 encode of MoviePipeline image sequences. Ship as DLL/dylib next to MoviePipeline runtime. Avoid the GPL build — V2 ships closed-source so the LGPL toolchain is mandatory. |
| NVIDIA NVENC |
GPU-accelerated H.264/H.265/AV1 encode where NV GPU present (PC + Switch2 docked has NVENC). Falls back to FFmpeg software encode if unavailable. |
| AMD AMF (Advanced Media Framework) |
GPU-accelerated encode on AMD GPUs (PS5 / XSX hardware encoders + AMD PC). Falls back to FFmpeg if AMF call fails. |
| Apple VideoToolbox |
macOS / Vision Pro GPU-accelerated encode (companion / dev path) |
| Intel Quick Sync |
Intel iGPU encode (PC fallback) |
| MediaFoundation (Win) |
Final Win11 fallback if FFmpeg redistribution path blocked on a SKU |
Encoder decision: NVENC → AMF → VideoToolbox → Quick Sync → FFmpeg
software in that priority order, selected at runtime. Per-platform pin in
V2/ue/Config/<Platform>Engine.ini [/Script/V2VFX.EncoderPriority] section.
License risk: FFmpeg LGPL build is fine for redistribution; the GPL build is
forbidden under this license envelope and CI gate
Tools/check-ffmpeg-license.sh fails the build if a GPL-tagged binary is
linked. Owner: V2 VFX team + engine team. Done when: 60s replay exports
as 1080p60 MP4 ≤ 25 MB on each shipping platform; CI job encoder-smoke-pr-gate
covers all five encoders.
38.6 Payment processing (coaching marketplace, donations, non-store flows)#
Platform-store IAP (PSN / MS Store / eShop / Steam / Epic Store) handles all
in-game cosmetic and Battle Pass purchases. Non-store flows — paid coaching
marketplace, charity donation gateway, esports prize pool collection,
companion-app subscription — require a separate processor.
| Dependency |
Used by V2 for |
| Stripe (primary) |
Coaching marketplace (player-to-coach payouts via Stripe Connect), donation gateway, companion-app subscription, esports prize collection. License: Stripe standard terms; per-region SCA / 3DS compliance via Stripe Checkout. |
| Adyen (alt) |
Regional fallback for markets where Stripe coverage is thin (e.g. some LATAM, AP); same surface area, different processor. |
| PayPal / Braintree (donation gateway only) |
Charity donation gateway alt; lower per-transaction fee for charity flows. |
| Adyen Marketplace API |
If Stripe Connect coverage gaps in a market, Adyen Marketplace handles split-payouts for coaching marketplace. |
Cert constraint: Console platforms (PS5 / XSX / Switch2) prohibit
non-platform IAP for any feature that grants in-game items. Coaching, donation,
and subscription are non-item flows and explicitly allowed under each
platform's TRC; CI gate Tools/check-payment-cert.py asserts that no Stripe /
Adyen / PayPal SDK call path can ever grant a gameplay item or cosmetic.
Owner: V2 platform team + legal. Done when: Stripe Connect split-payout
clears for a $5 coaching booking in each launch region; donation flow clears a
$1 charity transaction; SCA / 3DS challenge handled in EU and India.
39. Compliance: GDPR / CCPA / DSA / DSAR / Data Sovereignty#
| Dependency |
Used by V2 for |
| DPO (Data Protection Officer) |
EU GDPR-mandated role; contact + audit responsibilities |
| OneTrust / TrustArc |
DSR portal + consent management + cookie banner + TCF 2.2 |
| IAB Transparency & Consent Framework 2.2 |
EU/UK consent layer on marketing site |
| SCC / BCR templates |
Cross-region data transfer documentation |
| AWS Frankfurt + Stockholm |
EU-residency data centers |
| AWS Tokyo |
Japan-residency data center |
| AWS Seoul |
Korea-residency data center |
| AWS São Paulo |
LATAM-residency data center |
| Tencent Cloud / Alibaba Cloud |
China data localization via approved publisher |
| DSA Trusted Flagger program |
EU per-region accredited flaggers |
| EU AI Act conformity assessment |
Adaptive AI + chat ML + anti-cheat ML classifier compliance |
| CCPA Do-Not-Sell registry |
California opt-out integration |
| State privacy law trackers |
CCPA / CPA / VCDPA / CTDPA / UCPA / TDPSA / MCDPA + rolling laws |
| Quebec Bill 25 compliance |
Canada-Quebec data subject rights |
| Australia eSafety Commissioner |
Per-region minor protection compliance |
| Korea PIPA |
Korea personal information protection |
| Japan APPI |
Japan personal information protection |
40. Esports Pro Circuit & Charity Partners#
| Dependency |
Used by V2 for |
| Tournament-platform contracts |
Per-region Pro Circuit calendar partnerships |
| Per-region sponsor commits |
Per-region prize pool funding |
| Twitch Extensions SDK |
Caster polls + cosmetic-wager Drop currency |
| AbleGamers / Special Effect / Stack Up partnerships |
Charity event partner agreements |
| FGC charity prize-pool match infrastructure |
Charity tournament hosting |
| In-game donation gateway |
Charity donation routing with per-region payment compliance |
41. Live Service Calendar & Re-Engagement#
| Dependency |
Used by V2 for |
| AWS Step Functions |
Calendar orchestration + season rollover |
| AWS EventBridge / SQS |
Event-driven re-engagement reward pipeline |
| SendGrid / SES |
Lapsed-player email campaigns + DSR notifications |
| Iterable / Braze |
Multi-channel re-engagement campaign management |
| Segment / Rudderstack |
Player segmentation + churn-risk modeling pipeline |
| DataDog / Grafana |
Live-service ops dashboards |
| Statuspage |
Public status page for live ops |
42. ML Pipeline (Behavioral / Moderation / Adaptive AI)#
| Dependency |
Used by V2 for |
| PyTorch / TensorFlow |
In-house ML model training (smurf / win-trading / churn / segmentation) |
| Hugging Face Transformers |
Chat moderation ML classifier base model |
| Whisper (OpenAI) tiny model |
Voice command / voice dictation local STT |
| Two Hat / Community Sift |
Legacy / fallback only reference; retired from first-line V2 text moderation in favor of @v2/kuanyin-first-line-moderation (cross-ref §17) |
| Hive AI |
Legacy / fallback only media fallback for community decals / CAW gallery image coverage gaps (cross-ref §17) |
| MLflow / Weights & Biases |
ML experiment tracking + model versioning |
| Vertex AI / SageMaker / Bedrock |
Cloud ML training infrastructure |
| Model Cards (Google) template |
EU AI Act conformity documentation |
43. Internal V2 Plugins (continued)#
| Plugin |
Path |
Purpose |
| V2Mode_LocalVersus |
V2/ue/Plugins/V2Mode_LocalVersus/ |
Local 1v1 + 1P vs CPU + CPU vs CPU + Hot-Seat |
| V2Mode_TimeAttack |
V2/ue/Plugins/V2Mode_TimeAttack/ |
Time Attack with per-fighter / per-ruleset leaderboards |
| V2Mode_ScoreAttack |
V2/ue/Plugins/V2Mode_ScoreAttack/ |
Score Attack with ruleset-specific scoring |
| V2Mode_Wager |
V2/ue/Plugins/V2Mode_Wager/ |
Wager Match (Fighter Coins / cosmetics) |
| V2Mode_Friendly |
V2/ue/Plugins/V2Mode_Friendly/ |
Friendly / Dare Match |
| V2Mode_Handicap |
V2/ue/Plugins/V2Mode_Handicap/ |
Handicap Match (asymmetric counts + HP/meter) |
| V2Mode_FirstBlood |
V2/ue/Plugins/V2Mode_FirstBlood/ |
First Blood mode (per-ruleset def) |
| V2Mode_Boss |
V2/ue/Plugins/V2Mode_Boss/ |
Boss Battle + Boss Rush |
| V2Mode_BestOfN |
V2/ue/Plugins/V2Mode_BestOfN/ |
Iron Man + Bo-N online tournament dare |
| V2Mode_LAN |
V2/ue/Plugins/V2Mode_LAN/ |
LAN tournament mode |
| V2Mode_SideStory |
V2/ue/Plugins/V2Mode_SideStory/ |
Per-fighter Side Story chapter |
| V2Mode_StoryTheater |
V2/ue/Plugins/V2Mode_StoryTheater/ |
Story Theater + branch tree + ending gallery |
| V2Mode_Showcase |
V2/ue/Plugins/V2Mode_Showcase/ |
WWE 2K Showcase mode |
| V2Mode_Konquest |
V2/ue/Plugins/V2Mode_Konquest/ |
MK Deception-inspired adventure |
| V2Mode_ChessKombat |
V2/ue/Plugins/V2Mode_ChessKombat/ |
Chess Kombat strategic mode |
| V2Mode_PuzzleKombat |
V2/ue/Plugins/V2Mode_PuzzleKombat/ |
Puzzle Kombat mini-game |
| V2DialogueDB |
V2/ue/Plugins/V2DialogueDB/ |
Per-fighter intros / banter / quotes |
| V2RelationshipMatrix |
V2/ue/Plugins/V2RelationshipMatrix/ |
Per-pair relationship matrix authoring |
| V2CrossCharacterTimeline |
V2/ue/Plugins/V2CrossCharacterTimeline/ |
Master timeline authoring + visualizer |
| V2LiveCalendar |
V2/ue/Plugins/V2LiveCalendar/ |
Live-service calendar widget |
| V2DSRPortal |
V2/ue/Plugins/V2DSRPortal/ |
In-game DSR form + portability export |
| V2ComplianceMonitor |
V2/ue/Plugins/V2ComplianceMonitor/ |
EU AI Act / DSA / GDPR / CCPA monitoring |
| V2Mode_QuestLog |
V2/ue/Plugins/V2Mode_QuestLog/ |
Unified quest log aggregator |
| V2Codex |
V2/ue/Plugins/V2Codex/ |
Codex / encyclopedia browser |
| V2HallOfFame |
V2/ue/Plugins/V2HallOfFame/ |
In-engine museum hub with inductee statues |
| V2CommunityHub |
V2/ue/Plugins/V2CommunityHub/ |
Player of the Week / Crew Showcase / galleries |
| V2FrameDataPublisher |
V2/ue/Plugins/V2FrameDataPublisher/ |
Public frame-data web tool + companion-app CSV |
| V2BalanceRecommender |
V2/ue/Plugins/V2BalanceRecommender/ |
ML balance recommender (designer-reviewed) |
| V2PSOPreCache |
V2/ue/Plugins/V2PSOPreCache/ |
Per-platform pipeline-state-object pre-cache |
| Dependency |
Used by V2 for |
| Zendesk / Intercom / Freshdesk |
Customer-support ticket portal + knowledge base + live chat |
| Discord server tooling |
Per-region community Discord servers (cross-ref §31) |
| Reddit + community forum |
Per-region community channels |
| Moderation console (V2 ops) |
Community Ambassador-staffed moderation queue |
| Coaching marketplace platform |
Per-coach rating + paid coaching with payment compliance |
| In-game Hall of Fame service |
apps/v2/hall-of-fame/ inductee DB + museum content |
| Player-meetup .ics calendar |
FGC meetup discovery feed (opt-in, no PII) |
| Dependency |
Used by V2 for |
| Steam Achievements + Trading Cards + Workshop + Remote Play |
PC Steam store features |
| Epic Games Store + EOS mod.io |
Epic store + mod integration |
| Microsoft Store + Smart Delivery + Quick Resume |
Xbox / PC Microsoft store features |
| PlayStation Trophies + Share Play + party voice |
PSN store features |
| Nintendo My Nintendo + Friend Share |
Switch2 store features |
| Game Pass / PS Plus negotiation contracts |
Subscription-tier inclusion (optional, per contract) |
PPP pricing table (V2/balance/pricing/ppp-table.csv) |
Per-region purchasing-power-adjusted pricing |
| MaxMind GeoIP / similar |
Region detection + VPN-region-shop detection |
| Per-platform Refund Policy SDKs |
Steam / PSN / Xbox / Switch2 / Epic refund handling |
| Dependency |
Used by V2 for |
| UE PSOCacheManager |
Pipeline State Object pre-cache |
| Shader Cache Tools (UE) |
Per-platform shader cache shipping |
| Async Loading Subsystem |
Asset pre-load + smart pre-load by session pattern |
| Worker Thread Pool |
Background services (Battle Pass tier-up, Mastery, Achievements) |
| VRR / FreeSync / G-Sync detection |
Auto-toggle V-Sync + Reflex / Anti-Lag 2 |
| Triple-Buffered Render |
Frame-pacing smoothness |
| NVIDIA Reflex / AMD Anti-Lag 2 SDKs |
Per-platform input-lag reduction (cross-ref §38) |
| Telemetry sampling middleware |
Per-session randomized sampling |
47. Audio Production Deep#
| Dependency |
Used by V2 for |
| Audio Gameplay Volume (UE) |
Per-stage acoustic / reverb zones (cross-ref §43.11) |
| Steam Audio / Resonance / Wwise Spatial Audio |
HRTF + occlusion + 3D positional audio |
| Audio post-production studio |
Soundtrack mastering + Atmos / Tempest3D / Dolby encode |
| Per-locale commentary VO studios |
English / Japanese / Korean / Spanish / Portuguese launch + extra locale patches |
| MetaSound dynamic-music graph |
Per-stage music stack with crossfade + remix-layer |
48. AI Director / Adaptive Difficulty Stack#
| Dependency |
Used by V2 for |
| In-house Director state machine |
Session-level CPU + encounter pacing tuning |
| Per-player tendency profile store |
Save-Game-attached profile (cross-ref §47) |
| EU AI Act conformity documentation |
Director classifier transparency + opt-out (cross-ref §80.4) |
| Telemetry feedback loop |
Per-mode Director tuning data → balance ops dashboard |
| A/B testing framework (PTB) |
Director-profile experiments before live rollout |
49. Compliance Deep Extended#
| Dependency |
Used by V2 for |
| California AB 2273 (AADC) compliance |
Age-Appropriate Design Code for minor accounts |
| Quebec Bill 96 + Bill 25 templates |
French-language + data subject rights compliance |
| Brazil Marco Civil da Internet |
Content moderation + user privacy in Brazil |
| Brazil LGPD |
Brazilian GDPR-equivalent data subject rights |
| Italy lottery-law disclosure |
Per-region store SKU disclosure (V2 has no loot boxes) |
| Belgium loot-box ban disclosure |
Per-region SKU compliance documentation |
| France in-game advertising disclosure |
Paid product placement disclosure per French law |
| Sub-processor registry |
V2/legal/sub-processors.md + public web view |
| Per-platform DPA templates |
Data processing agreements with each platform owner |
| Privacy ops on-call |
Breach-response 72h SLA on-call rotation |
50. Studio Wellness & Insurance#
| Dependency |
Used by V2 for |
| EAP (Employee Assistance Program) |
Counseling + crisis line for staff |
| Sensitivity reader vendor pool |
Cultural / ethnic / gender / religious / disability identity reviewers |
| DEI consultancy partnership |
Hiring + content + community management review |
| AbleGamers / similar accessibility consultancy |
Accessibility feature design + verification |
| Independent ombudsperson |
Harassment reporting + investigation |
| Cancellation insurance |
Major launch milestones (alpha / beta / gold) |
| E&O insurance |
Content IP / defamation / privacy liability |
| Cyber insurance |
Backend breach / data-loss / extortion |
| Per-shoot stunt insurance |
Mocap stunt performer coverage (cross-ref §35) |
| Wellness stipend administration |
Per-employee annual wellness budget |
51. Signature Event Mode Plugins#
| Plugin |
Path |
Purpose |
| V2Event_Marathon |
V2/ue/Plugins/V2Event_Marathon/ |
24-hour charity-aligned event |
| V2Event_KingOfIronFist |
V2/ue/Plugins/V2Event_KingOfIronFist/ |
8-fighter elimination ladder |
| V2Event_WrestleMania |
V2/ue/Plugins/V2Event_WrestleMania/ |
WWE PPV-style 8-match card |
| V2Event_FightWeek |
V2/ue/Plugins/V2Event_FightWeek/ |
UFC International Fight Week |
| V2Event_MishimaCup |
V2/ue/Plugins/V2Event_MishimaCup/ |
SoulCalibur 16-fighter Weapon Master |
| V2Event_EVO_Top8 |
V2/ue/Plugins/V2Event_EVO_Top8/ |
EVO-style Top 8 broadcast event |
| V2Event_CrewWars |
V2/ue/Plugins/V2Event_CrewWars/ |
Def Jam 4v4 crew elimination |
| V2Event_Horde |
V2/ue/Plugins/V2Event_Horde/ |
Boss-vs-crew asymmetric mode |
| V2Event_SpeedrunRace |
V2/ue/Plugins/V2Event_SpeedrunRace/ |
2-4 player Arcade race |
| V2Event_DeathMatch |
V2/ue/Plugins/V2Event_DeathMatch/ |
Single-round sudden death stipulation |
| V2Mode_SplitScreen |
V2/ue/Plugins/V2Mode_SplitScreen/ |
Local split-screen 1v1 / 2v2 / FFA |
| V2Mode_CoopStory |
V2/ue/Plugins/V2Mode_CoopStory/ |
Story-mode 2-player online co-op |
| V2Mode_CoopOpenWorld |
V2/ue/Plugins/V2Mode_CoopOpenWorld/ |
Tekken Force / Devil Within / Konquest |
| V2Mode_WeaponMaster |
V2/ue/Plugins/V2Mode_WeaponMaster/ |
SC II-inspired Weapon Master career |
| V2Mode_TalesOfSouls |
V2/ue/Plugins/V2Mode_TalesOfSouls/ |
SC III-inspired branching adventure |
| V2AIDirector |
V2/ue/Plugins/V2AIDirector/ |
AI Director state machine + tuning |
| V2SubProcessorRegistry |
V2/ue/Plugins/V2SubProcessorRegistry/ |
Public sub-processor list service |
| V2WellnessOps |
V2/ue/Plugins/V2WellnessOps/ |
Internal-only studio wellness dashboards |
52. Racing Component: Engine, Physics, Vehicle Licensing#
| Dependency |
Used by V2 for |
| UE Chaos Vehicle Physics |
Vehicle physics base (cross-ref §97-§98) |
| Chaos Suspension Constraints |
Per-vehicle suspension model |
| UE Mover 2.0 (vehicle mode) |
Custom Mover vehicle locomotion modes |
@v2/racing-ecosystem-bridge |
Cook-time bridge over Galatea @galatea/kinematics + @galatea/whole-body-control, Saraswati @saraswati/ev, and Maya @maya/genesis-terrain / @maya/genesis-urban for V2Vehicles, V2RacePhysics, and V2RaceTracks |
| Per-engine RPM curve authoring tool |
V2Editor extension for engine torque / power curve |
| Per-vehicle dyno-test harness |
CI gate for vehicle stat regression |
| Vehicle licensing agency |
Per-manufacturer license contracts (cross-ref §35 + §119.1) |
| NIL / likeness rights for licensed vehicles |
Per-manufacturer NIL agreements (damage portrayal clause) |
| Vehicle manufacturer review board |
Per-vehicle visual + damage review per manufacturer contract |
| Per-platform wheel SDK (Logitech / Thrustmaster / Fanatec / Hori / MOZA) |
Force-feedback steering wheel support |
53. Racing Audio: Engine Notes, Exhaust, Tire, Surface, Music#
| Dependency |
Used by V2 for |
| MetaSound RPM-modulated audio graph |
Per-vehicle engine sound bank (cross-ref §115.1) |
| Per-vehicle audio recording sessions |
Real-vehicle engine / exhaust / transmission audio capture |
| Per-engine audio sample library |
Stock recordings + license-cleared samples per vehicle |
| DMCA-safe racing music library |
Streamer-safe alternates per ruleset |
| Per-locale commentary VO for races |
Race commentary + pacenote co-driver per launch locale |
| Per-track ambience sample library |
Urban / highway / forest / desert / canyon / industrial / coastal / futuristic ambience |
| Doppler shift implementation |
3D positional audio for racing |
54. Racing VFX: Smoke, Sparks, Debris, Motion Blur#
| Dependency |
Used by V2 for |
| Niagara smoke / dust / debris emitters |
Per-tire smoke + spark + collision debris |
| Per-surface particle profiles |
Asphalt / dirt / mud / sand / snow / gravel particle libraries |
| Motion blur shader (speed-aware) |
Per-platform / per-FPS speed-based motion blur |
| Wreck explosion VFX (gore-tier-gated) |
Death Race + cinematic destruction |
| Damage decal pipeline |
Progressive damage decals (scuff / scratches / bullet holes / soot) |
| Anti-grav glow + trail VFX |
Per-vehicle aura + per-vehicle trail for futuristic mode |
| Weather VFX |
Rain on windshield / dust storm / snow accumulation / fog volumetric |
55. Racing Online & Cross-Play#
| Dependency |
Used by V2 for |
| Racing MMR pool (separate from fighting) |
Per-mode racing ranked ladder |
| Per-mode racing matchmaking queues |
Circuit / Sprint / Drag / Drift / Combat / Power-Play / Pursuit / Canyon Duel / Time Trial / Crew Battle |
| Autolog rivalry service |
Friend-time + score auto-surface per track |
| Racing replay cloud |
AWS S3 cold-tier for race replays |
| Racing ghost-data store |
Per-track ghost data for Time Trial / Canyon Duel |
| Racing anti-cheat extras |
Per-section physics-impossible-time detection + tuning-cheat detection |
56. Racing Mode GameFeaturePlugins#
| Plugin |
Path |
Purpose |
| V2RaceMode_Career |
V2/ue/Plugins/V2RaceMode_Career/ |
Most Wanted Blacklist + Carbon Crew + Territory career |
| V2RaceMode_Circuit |
V2/ue/Plugins/V2RaceMode_Circuit/ |
Closed-loop circuit racing |
| V2RaceMode_Sprint |
V2/ue/Plugins/V2RaceMode_Sprint/ |
Point-to-point sprint racing |
| V2RaceMode_Drag |
V2/ue/Plugins/V2RaceMode_Drag/ |
Straight-line drag racing |
| V2RaceMode_Drift |
V2/ue/Plugins/V2RaceMode_Drift/ |
Drift scoring + Drift Battle |
| V2RaceMode_TimeTrial |
V2/ue/Plugins/V2RaceMode_TimeTrial/ |
Time Trial + ghost lap |
| V2RaceMode_Eliminator |
V2/ue/Plugins/V2RaceMode_Eliminator/ |
Last-place-out per N seconds |
| V2RaceMode_SpeedTrap |
V2/ue/Plugins/V2RaceMode_SpeedTrap/ |
Radar station speed competition |
| V2RaceMode_Pursuit |
V2/ue/Plugins/V2RaceMode_Pursuit/ |
Hot Pursuit + Most Wanted cop chases |
| V2RaceMode_Combat |
V2/ue/Plugins/V2RaceMode_Combat/ |
Death Race + Blur power-up combat |
| V2RaceMode_PowerPlay |
V2/ue/Plugins/V2RaceMode_PowerPlay/ |
Split/Second environmental events |
| V2RaceMode_CanyonDuel |
V2/ue/Plugins/V2RaceMode_CanyonDuel/ |
Carbon-style 1v1 cliff duel |
| V2RaceMode_Rally |
V2/ue/Plugins/V2RaceMode_Rally/ |
Off-road / rally racing |
| V2RaceMode_Bike |
V2/ue/Plugins/V2RaceMode_Bike/ |
Bike racing with lean physics + bike combat |
| V2RaceMode_PodRacer |
V2/ue/Plugins/V2RaceMode_PodRacer/ |
Futuristic anti-grav / pod racing |
| V2RaceMode_OpenWorld |
V2/ue/Plugins/V2RaceMode_OpenWorld/ |
Open-world Metro City exploration |
| V2RaceMode_FighterCrossover |
V2/ue/Plugins/V2RaceMode_FighterCrossover/ |
Fighter-as-driver + Get-Out-and-Fight |
| V2Vehicles |
V2/ue/Source/V2Vehicles/ |
Vehicle data + chassis + drivetrain |
| V2RacePhysics |
V2/ue/Source/V2RacePhysics/ |
Racing-specific physics |
| V2RaceTracks |
V2/ue/Source/V2RaceTracks/ |
Track data + racing line + sector splits |
| V2VehicleAudio |
V2/ue/Source/V2VehicleAudio/ |
Engine notes + exhaust + tire audio |
| V2VehicleVFX |
V2/ue/Source/V2VehicleVFX/ |
Tire smoke + sparks + debris + motion blur |
57. Hardware Peripheral SDKs#
| Vendor / SDK |
V2 use |
| Logitech G HUB SDK |
G29 / G923 / G PRO wheels + pedals + shifters |
| Thrustmaster TM SDK |
T128 / T248 / T300 / T500 wheels + T-LCM / T3PM pedals + TH8A shifter |
| Fanatec ClubSport / DD SDK |
CSL DD / DD Pro / Direct Drive bases + V3 pedals + SQ V1.5 shifter |
| Hori SDK |
Force Feedback Racing Wheel + Fighting Stick (Mini / Octa) |
| MOZA Racing SDK |
R-Series direct drive + HGP / HBP shifter + handbrake |
| Cammus SDK |
C5 / C12 direct-drive wheels |
| Asetek SimSports SDK |
Invicta direct-drive wheels + Asetek Invicta pedals |
| Simucube SDK |
Direct-drive bases + Active Pedal |
| Heusinkveld SDK |
Sprint / Ultimate pedal sets |
| 8BitDo Arcade Stick SDK |
Fight stick compat |
| Razer Kitsune SDK |
Hitbox-style fight stick |
| Victrix Pro FS SDK |
Pro fight stick |
| MadCatz MK1 Fightstick SDK |
Pro fight stick |
| Qanba SDK |
Drone / Q2 / Q3 / Obsidian fight sticks |
| Mayflash F500 SDK |
Universal fight stick adapter |
| Quadstick SDK |
Mouth-operated controller for severely motor-impaired |
| PlayStation Access Controller SDK |
Accessibility controller (cross-ref §25) |
| Xbox Adaptive Controller SDK |
Accessibility controller (cross-ref §25) |
| Logitech Adaptive Gaming Kit |
Programmable button slot mapping (cross-ref §25) |
| Stream Deck SDK (Elgato) |
Streamer button-box integration |
| SimVibe / ButtKicker SDK |
Tactile bass-shaker integration for sim rig |
| Vendor / SDK |
V2 use |
| PSVR2 SDK (Sony) |
PSVR2 native VR + eye tracking + foveated rendering |
| Meta Quest SDK (OpenXR + Oculus) |
Quest 3 / Pro native VR + hand tracking + async-time-warp |
| Apple Vision Pro visionOS SDK |
Mixed-reality with passthrough + gaze-and-pinch input |
| OpenXR |
Cross-platform VR runtime (SteamVR + Oculus + Windows MR) |
| SteamVR SDK |
PC VR runtime |
| DualSense Edge motion controller |
PSVR2 controller input |
| Spatial Audio APIs |
Atmos (Vision Pro / PC) + Tempest3D (PS5) + Steam Audio (PC) |
| Per-platform VR cert tooling |
Sony VR TRC + Meta Quest Store cert + Vision Pro App Store cert |
59. Vehicle Designer + Pit Crew + Heist Mode Plugins#
| Plugin |
Path |
Purpose |
| V2Mode_VehicleDesigner |
V2/ue/Plugins/V2Mode_VehicleDesigner/ |
Concept-from-scratch vehicle designer |
| V2Mode_PitCrewMinigame |
V2/ue/Plugins/V2Mode_PitCrewMinigame/ |
Pit crew mechanic minigame |
| V2Mode_FreeRoamLobby |
V2/ue/Plugins/V2Mode_FreeRoamLobby/ |
Free-roam 8-32 player social lobby |
| V2Mode_Convoy |
V2/ue/Plugins/V2Mode_Convoy/ |
Convoy formation + shared waypoint |
| V2Mode_Heist |
V2/ue/Plugins/V2Mode_Heist/ |
Multi-stage co-op heist |
| V2Mode_DemolitionDerby |
V2/ue/Plugins/V2Mode_DemolitionDerby/ |
Arena combat racing |
| V2Mode_VehicleHijack |
V2/ue/Plugins/V2Mode_VehicleHijack/ |
Mid-race vehicle hijack input-RPS |
| V2Mode_FightOnVehicle |
V2/ue/Plugins/V2Mode_FightOnVehicle/ |
Cinematic fighting on moving vehicle |
| V2Mode_TruckChase |
V2/ue/Plugins/V2Mode_TruckChase/ |
Mad-Max truck/bike chase combat |
| V2Mode_ConvoyRaid |
V2/ue/Plugins/V2Mode_ConvoyRaid/ |
2-4 player attacker vs AI convoy |
| V2VR_Cockpit |
V2/ue/Plugins/V2VR_Cockpit/ |
VR cockpit camera + head tracking |
| V2VR_Comfort |
V2/ue/Plugins/V2VR_Comfort/ |
Comfort modes (vignette / snap-turn) |
| V2VR_HUD |
V2/ue/Plugins/V2VR_HUD/ |
VR-aware HUD (3D physical UI) |
| V2Peripherals |
V2/ue/Source/V2Peripherals/ |
Vendor SDK integration layer |
| V2FFBProfile |
V2/ue/Source/V2FFBProfile/ |
Force-feedback profile system |
| V2SponsorSystem |
V2/ue/Source/V2SponsorSystem/ |
Racing sponsorship contracts + logos |
| V2OpenWorldFactions |
V2/ue/Source/V2OpenWorldFactions/ |
Per-district faction control state |
60. Roguelike / BR / Sports / Specialty Mode Plugins#
| Plugin |
Path |
Purpose |
| V2Mode_Roguelike |
V2/ue/Plugins/V2Mode_Roguelike/ |
Hades-style permadeath adventure |
| V2Mode_BR_Fighter |
V2/ue/Plugins/V2Mode_BR_Fighter/ |
100-player fighter Battle Royale |
| V2Mode_BR_Vehicle |
V2/ue/Plugins/V2Mode_BR_Vehicle/ |
100-vehicle Battle Royale |
| V2Mode_BR_Hybrid |
V2/ue/Plugins/V2Mode_BR_Hybrid/ |
Hybrid fighter + vehicle BR |
| V2Mode_VehicleSoccer |
V2/ue/Plugins/V2Mode_VehicleSoccer/ |
Rocket-League-style vehicle soccer |
| V2Mode_VehicleStunt |
V2/ue/Plugins/V2Mode_VehicleStunt/ |
Tony-Hawk-style stunt combo scoring |
| V2Mode_VehicleCrash |
V2/ue/Plugins/V2Mode_VehicleCrash/ |
Burnout-style crash damage scoring |
| V2Mode_Trackmania |
V2/ue/Plugins/V2Mode_Trackmania/ |
Precision time-trial platforming |
| V2Mode_BoxingSim |
V2/ue/Plugins/V2Mode_BoxingSim/ |
Punch-Out-style boxing simulator |
| V2Mode_BushidoBlade |
V2/ue/Plugins/V2Mode_BushidoBlade/ |
One-hit-kill weapon combat |
| V2Mode_MKOneHit |
V2/ue/Plugins/V2Mode_MKOneHit/ |
MK roster Bushido-style ruleset |
| V2WorldEconomy |
V2/ue/Source/V2WorldEconomy/ |
Persistent economy + supply/demand |
| V2NPCSchedule |
V2/ue/Source/V2NPCSchedule/ |
NPC AI daily routine + density |
| V2CrimeRate |
V2/ue/Source/V2CrimeRate/ |
Per-district crime gauge + cop spawn |
| V2Mode_CinematographyEditor |
V2/ue/Plugins/V2Mode_CinematographyEditor/ |
In-engine cinematography authoring |
| V2Mode_OriginComic |
V2/ue/Plugins/V2Mode_OriginComic/ |
In-game comic reader |
| Dependency |
Used by V2 for |
| NVIDIA DLSS 3.5 SDK + Ray Reconstruction |
Frame Gen + path-traced denoiser |
| NVIDIA Reflex Low Latency SDK |
Per-frame latency reduction (cross-ref §38) |
| AMD FSR 3 + Fluid Motion Frames SDK |
Cross-vendor Frame Generation |
| AMD Anti-Lag 2 + Radeon Boost SDK |
Input lag + dynamic resolution |
| Intel XeSS 2 + Frame Generation SDK |
Intel GPU upscaling + Frame Gen |
| DirectX 12 Ultimate / Vulkan 1.3+ |
Mesh Shaders + VRS Tier 2 + DirectStorage 1.2 |
| DirectStorage 1.2 + GPU decompression |
PC + XSX fast SSD I/O |
| OBS Browser Source SDK |
Streamer overlay widgets |
| Twitch / YouTube / Kick channel APIs |
Streamer Mode integration |
| WebSocket / REST API framework |
Caster Overlay Scripting API |
| Companion app native SDKs |
React Native + Expo (cross-ref §36); micro-game framework |
| Apple Watch / Wear OS SDK |
Companion app secondary surface |
| Stream Deck Plugin SDK (Elgato) |
Stream Deck button-box for streamers |
62. Wagering Compliance & Per-Region Cultural Review#
| Dependency |
Used by V2 for |
| Per-region wagering threshold lookup |
Documented at V2/docs/legal/wagering-thresholds.md |
| UK Gambling Commission references |
Wagering compliance per UK law |
| Belgium Gaming Commission references |
Wagering compliance per Belgium law |
| California gambling regulations |
Wagering compliance per CA law |
| Per-region sensitivity reader vendor |
Cosmetic / cultural review (cross-ref §50) |
| Sony Family Management API |
Parental dashboard integration |
| Microsoft Family Safety API |
Parental dashboard integration |
| Nintendo Parental Controls API |
Parental dashboard integration |
| Steam Family View API |
Parental dashboard integration |
63. Bring-Your-Own-Server (PC Dedicated)#
| Dependency |
Used by V2 for |
| Linux dedicated server target |
V2Server.Target.cs (cross-ref §11) |
| Per-server config schema |
Rule sheet / vehicle restrictions / assist eligibility |
| Server browser backend |
Public listing aggregation |
| Server moderation tools |
Admin kick / ban / mute commands |
| Server reputation rating |
Participant-rated server quality |
| Cross-server tournament aggregator |
Multi-server bracket + final aggregation |
| Plugin / Service |
Path / Vendor |
Purpose |
| V2Mode_Karaoke |
V2/ue/Plugins/V2Mode_Karaoke/ |
Yakuza-style karaoke + rhythm scoring |
| V2Mode_RhythmCombat |
V2/ue/Plugins/V2Mode_RhythmCombat/ |
Rhythm-aware combo system fusion |
@v2/karaoke-rhythm-combat-bridge |
apps/v2/karaoke-rhythm-combat-bridge/ |
Cook-time bridge over Euterpe, Calliope sound-design, and Iris voice for karaoke music, streamer-safe swaps, and scoring-rubric manifests |
| V2Mode_DJBooth |
V2/ue/Plugins/V2Mode_DJBooth/ |
DJ booth mode (Def Jam ruleset deep) |
| V2Mode_Pinball |
V2/ue/Plugins/V2Mode_Pinball/ |
Themed pinball tables |
| V2Mode_AirHockey |
V2/ue/Plugins/V2Mode_AirHockey/ |
Air hockey mini-game |
| V2Mode_MiniGolf |
V2/ue/Plugins/V2Mode_MiniGolf/ |
18-hole / 9-hole mini-golf |
| V2Mode_Darts |
V2/ue/Plugins/V2Mode_Darts/ |
Darts mini-game |
| V2Mode_Pool |
V2/ue/Plugins/V2Mode_Pool/ |
Pool / billiards |
@v2/maya-minigame-suite-bridge |
apps/v2/maya-minigame-suite-bridge/ |
Cook-time bridge over @maya/games, @maya/physics, @maya/scene, and @maya/client for mini-game physics, scenes, and input manifests |
| V2Mode_TekkenBowl |
V2/ue/Plugins/V2Mode_TekkenBowl/ |
10-pin bowling mini-game with per-fighter throw style |
@v2/tekken-bowl-arcade-cabinet-bridge |
apps/v2/tekken-bowl-arcade-cabinet-bridge/ |
Cook-time bridge over @maya/games and @maya/client for Tekken Bowl lane probes, Battle Hub arcade cabinet shells, ad-hoc per-cabinet plugins, Fighter Coin gates, free-play roles, and leaderboards |
| V2Mode_Cooking |
V2/ue/Plugins/V2Mode_Cooking/ |
Yakuza-style cooking simulator |
@v2/hestia-cooking-minigame-bridge |
apps/v2/hestia-cooking-minigame-bridge/ |
Cook-time bridge over @hestia/ai-ml, @hestia/cooking, @hestia/education, @hestia/ingredients, and @hestia/pantry for recipe-as-mini-game-script manifests |
| V2Mode_PhotoTournament |
V2/ue/Plugins/V2Mode_PhotoTournament/ |
Monthly community photo competition |
@v2/photo-mode-tournament-voting-bridge |
apps/v2/photo-mode-tournament-voting-bridge/ |
Bridge over @themis/voting and @kuanyin/precognition for v2.photo-mode-tournament-voting-profile, ranked-choice jury aggregation, approval voting, and moderation pre-pass |
| V2Mode_WorldBoss |
V2/ue/Plugins/V2Mode_WorldBoss/ |
Community-shared HP world boss |
| V2Mode_AsyncRaid |
V2/ue/Plugins/V2Mode_AsyncRaid/ |
12-24 player async raid |
| V2Mode_CommunityChallenge |
V2/ue/Plugins/V2Mode_CommunityChallenge/ |
Per-week community challenge |
@v2/world-boss-community-raid-bridge |
apps/v2/world-boss-community-raid-bridge/ |
Post-match bridge over @themis/community, @maat/intelligence, @hathor/simulation, and @kuanyin/community-harmony for world boss governance, contribution dashboards, spawn simulation, and raid defense |
| V2AICommentary |
V2/ue/Plugins/V2AICommentary/ |
AI play-by-play + highlight reel + analysis via @v2/iris-commentary-orchestration |
| V2AITranslation |
V2/ue/Plugins/V2AITranslation/ |
Real-time chat translation |
| V2Vault |
V2/ue/Plugins/V2Vault/ |
Per-account cloud vault |
65. Real-World Brand / Celebrity / Venue Integrations#
| Dependency |
Used by V2 for |
| Per-brand partnership contracts |
Sponsorship + cosmetic integration |
| Per-celebrity NIL agreement |
Guest character contract |
| Per-venue licensing contract |
Real-world iconic venue stage |
| Per-pop-up-event partnership |
Gaming convention tie-in (E3 / Gamescom / TGS / PAX / EVO) |
| Community-advisory board contracts |
Per-partnership ethics review (cross-ref §50) |
| Sensitivity reader vendor pool |
Per-partnership cultural review |
| French in-game advertising disclosure law references |
Paid product placement disclosure |
| DSA Article 17 references |
Branded content moderation disclosure |
66. Per-Account Vault & Estate-Planning Infrastructure#
| Dependency |
Used by V2 for |
| AWS S3 Standard + Cold tier |
Vault primary + daily immutable snapshot |
| AWS DynamoDB |
Per-account vault index |
| AWS Lambda |
Vault upload / restore / share orchestration |
| Inheritance designation tooling |
Estate-planning vault inheritance (cross-ref §35) |
| Per-account cloud-storage quota service |
Per-tier storage upgrades via Account Level |
| Per-vault backup restore tooling |
Daily snapshot rollback for accidental deletion |
@v2/per-account-vault-estate-bridge |
V2 bridge over @lakshmi/estate, @oshun/identity, and @themis/transparency for v2.per-account-vault-asset-transfer readiness, account inheritance / delegation gates, and immutable transfer audit |
67. AI Services (Beyond Adaptive AI)#
The AI services V2 ships are composed from real Iris / Isis / Calliope / Nous /
Psyche / Themis packages enumerated in §68. This section pins the external
vendor surface area behind those internal packages, the EU AI Act risk
class per service, and the cost-tier ceiling that governs go/no-go for
live use at esports scale.
| Service |
Internal package |
Primary external vendor / model |
Fallback |
License / cost tier |
EU AI Act risk class |
| AI play-by-play commentary (LLM) |
@iris/conversation-orchestration + @iris/conversation-providers-anthropic |
Provider-approved low-latency text model pinned in Iris config at implementation time |
@iris/conversation-providers-openai; @iris/conversation-providers-local on Iris GPU pool for cost-cap overflow |
API: pay-per-token, per-region. Esports cost-ceiling per match documented in V2/docs/cost/ai-commentary.md; on-cap triggers local-LLM fallback. |
Limited risk (transparency obligation; user-visible "AI commentary" badge required per Art 50). |
| Commentator TTS (per-locale) |
@iris/voice + @calliope/cinema persona-voice bank |
ElevenLabs Multilingual v2 (primary) |
Azure Speech Services Neural TTS (per-locale fallback); OpenAI TTS (cost-overflow) |
ElevenLabs Enterprise tier; per-character monthly cap |
Limited risk (deepfake / impersonation disclosure obligation per Art 50; commentator persona disclaimer on first stream). |
| Commentator face animation |
@iris/voice + @psyche/avatar-lipsync + @psyche/avatar-expressions |
Psyche in-house viseme/expression stack via @v2/psyche-commentary-face-animation |
Audio/subtitle cue plays without face curves if render misses latency budget |
License: in-domain |
Limited risk (synthetic commentator face animation remains disclosed with AI commentary badge). |
| Commentary mix ducking |
@euterpe/master + @euterpe/accompany |
Euterpe in-house commentary mix ducking via @v2/euterpe-commentary-ducking from V2.Commentary into V2.DynamicMusic |
Commentary audio/subtitle plays without music attenuation if ducking plan is unavailable |
License: in-domain |
Minimal risk (audio-mix automation only; off-rollback and gameplay-inert). |
| Auto-edit highlight reel (video AI) |
@isis/ai-video + @calliope/cinema |
Isis in-house diffusion model (composes per-clip selection, camera path, music sync); Themis Originality Shields for source-clip rights check before publication |
Manual editor fallback at launch if Isis throughput < 10 reels/sec |
License: in-domain, no external cost |
Limited risk (synthetic media output; C2PA manifest required — see §47, §65). |
| Real-time community chat translation |
@v2/iris-realtime-translation over @iris/voice plus @psyche/caption-streaming presentation channels |
DeepL API Pro (primary, where supported); Azure Translator (per-locale coverage fallback) |
Marian-NMT (self-hosted, lower quality); fail-open source text with failed-delivery metadata |
DeepL: subscription per-language pair; Azure: pay-per-character |
Minimal risk (no Art-50 disclosure for translation; standard ToS notice). |
| In-game NPC / fighter banter |
@hathor/llm-npc + @iris/conversation-providers-* |
Provider-approved low-cost text model for high-volume NPC banter; on-device small model for offline modes |
@nous/safety toxicity-gate before voice render |
Hosted: pay-per-token; on-device: distilled checkpoint per platform |
Limited risk (transparency obligation for synthetic dialogue). |
| Adaptive AI Director hints |
@psyche/behavior-prediction + @psyche/behavior-coordinator + @v2/psyche-ai-director-hints + @v2/shakti-style-classification |
In-house Psyche model plus Shakti @shakti/sota-critical combat-style classifier; not LLM |
Heuristic AI fallback if Psyche or Shakti service unavailable |
License: in-domain |
Limited risk (Art 50 disclosure if user-facing "smart difficulty" toggle). |
| EU AI Act service registry |
@v2/eu-ai-act-surface + @nous/safety + @themis/accountability; Adaptive AI also composes @psyche/action-safety |
Nous-hosted Model Cards for adaptive-ai-director.md, ai-commentary.md, anti-cheat-classifier-suite.md, and generation-pipelines.md; Themis AI-system records |
Static CPU profile for Adaptive AI opt-out; authored commentary / manual asset path / deterministic review fallback |
License: in-domain |
Limited risk for each shipping AI service; disclosure and audit only, off-rollback. |
| AI model cards / transparency |
Documentation deliverable per V2/docs/decisions/model-card-hosting.md |
Per-AI-service Model Card markdown lives at V2/docs/ai/model-cards/<service>.md; launch set covers Director, commentary, anti-cheat classifiers, and generation |
n/a |
n/a |
EU AI Act Annex VIII registration; each service ships a Model Card before launch. |
| EU AI Act conformity assessment |
@nous/safety + @themis/accountability |
@v2/eu-ai-act-surface composes the shipping AI registry and verifies each Nous Model Card path matches the Themis AI-system-of-record |
n/a |
n/a |
All AI services pass conformity assessment before live use. |
Esports cost-ceiling rule. Live LLM cost at esports / world-finals scale
(thousands of concurrent matches with commentary) follows the accepted ADR at
V2/docs/decisions/ai-inference-cost-model.md. The per-match-per-minute cost
ceiling is recorded at V2/docs/cost/ai-commentary.md; when reached,
@iris/failover routes to the local-LLM fallback automatically.
Banned services. No services using GPT-4o-vision are wired into the
commentary loop because per-frame vision inference cost dwarfs the audio-only
budget; if vision-aware commentary is needed for esports, it must be
Psyche-mediated frame summaries fed back into the text-only LLM call rather than
a direct vision call.
Cross-ref: real package details (@iris/conversation-providers-*,
@iris/voice, @calliope/cinema, @isis/ai-video, @psyche/*,
@nous/safety) live in §68.5–§68.7. This section pins the vendor-and-risk
surface only.
68. Oshun Domain Dependencies#
V2 sits inside the Oshun monorepo and consumes named Oshun domain packages
across three integration channels (Bellona-orchestrated content cook,
event-bus + gRPC runtime services, and the apps/oshun/web /
apps/oshun/mobile out-of-game shell). The table below enumerates every Oshun
package on the V2 critical path. Versions track each library's package.json in
the monorepo; no separate version pinning lives here. See V2_ARCHITECTURE.md §
"Sister-Monorepo Integration Surface" for the full per-surface mapping and
V2_TODOS.md § "Oshun Integration Skeleton" for actionable wiring tasks.
68.1 Bellona — Content cook + engine bridge#
| Package |
Used by V2 for |
@bellona/unreal |
UE5 Remote Control bridge, project generation, asset import, MetaHuman pipeline, Live Link (cross-ref §1, §5). V2 pins the editor-time asset import + level scripting endpoint to loopback 127.0.0.1:30010 through [V2.BellonaRemoteControl]; RemoteControl is enabled only for this editor path while RemoteControlWebInterface and protocol extensions stay disabled. Bellona cooked .uasset / .umap outputs sync through sync-bellona-cook-outputs.py into Content/Generated/ with a content-addressed Content/Generated/manifest.json. |
BellonaUnrealEditor |
Editor-only UE plugin consumed from libs/bellona/unreal/plugin/BellonaUnrealEditor/ via V2 workspace link |
@bellona/metahuman |
MetaHuman component import, ARKit blendshape mapping, face rig (cross-ref §5) |
@bellona/mocap |
Mocap retarget + frame-snap export for rollback-deterministic animation (cross-ref §5). V2 uses @v2/aja-bellona-livelink-export to force the @aja → @bellona/mocap → @bellona/unreal handoff through 60 Hz integer frame numbers, reject sub-frame notify segments, and keep the Live Link payload editor/cook-only while runtime Live Link plugins stay disabled. |
@bellona/openusd |
USD interchange for stages, props, and venue captures (cross-ref §52) |
@bellona/interchange |
GLTF / GLB / FBX / OBJ / ABC / USD format pipeline |
@bellona/audio |
Audio cook + MetaSounds integration handoff |
@bellona/video |
Video cook for replays, highlight reels, marketing |
@bellona/virtual-production |
ICVFX / LED-volume capture for in-engine cinematics (optional) |
@bellona/xr |
XR-mode build target for any VR / AR-spectator variant |
BellonaUnrealRuntime |
Forthcoming runtime-shipped UE plugin (companion to BellonaUnrealEditor); reciprocal task BELLONA-UE-RUNTIME-V2-001 in docs/domains/bellona/deep-dive/specifications.md; V2 runtime hot-reload, ad-hoc import, and live cosmetic delivery stay off behind ENABLE_V2_BELLONA_RUNTIME_HOT_RELOAD, ENABLE_V2_BELLONA_RUNTIME_ASSET_IMPORT, and ENABLE_V2_BELLONA_LIVE_COSMETIC_DELIVERY until Bellona ships it. |
68.2 Hathor — Narrative, NPC AI, worldbuilding#
| Package |
Used by V2 for |
@hathor/llm-npc |
NPC dialogue + behavior generation, personality, emotional state, memory, world awareness (cross-ref §20-§36) |
@hathor/narrative |
Story graphs, dialogue trees, quest systems for Story / Side Stories / Krypt / Chronicles / DJ Story |
@hathor/domain-models |
Per-fighter timelines, rival relationship matrix, faction lore (cross-ref §82) |
@hathor/simulation |
Open-world economy / politics / ecology for World Tour, Tekken Force, Devil Within, DJ street |
@hathor/lore-compiler |
Engine-artifact export — Sequencer presets, datatables, dialogue banks (cross-ref §1, §73) |
@hathor/validation |
Lore consistency checking against Sophia |
@hathor/sophia-integration |
Research grounding for canonical fighter / venue / weapon lore |
@hathor/quests |
Quest authoring for World Tour, Tekken Force, Devil Within, DJ Story, MyRISE |
@hathor/characters |
Character entity types backing fighter codex / encyclopedia (cross-ref §84) |
68.3 Isis — Generative asset factory#
| Package |
Used by V2 for |
@isis/3d-generation |
Multi-provider 3D asset generation for stage props, cosmetic accessories |
@isis/ai-texturing |
Texture variant generation for costumes, palettes, decals (cross-ref §37, §44) |
@isis/3d-scene-assembly |
Procedural stage variant assembly (weather / time-of-day / crowd dressing) |
@isis/gaussian-splatting |
Real-world venue capture for licensed stages (cross-ref §65) |
@isis/ai-video |
Auto-edit highlight reels, replay MP4 export, thumbnail generation |
@isis/audio-generation |
Voice synthesis for crowd barks, NPC ambient, post-launch DLC dialogue (cross-ref §43, §67) |
@isis/voice-cloning |
Per-commentator persona voice banks (cross-ref §43) |
@isis/visual-dubbing |
Lipsync for AI commentary + post-launch dialogue (closes Audio2Face gap) |
@isis/face-synthesis |
Face-from-photo for CAF / CAW import (cross-ref §37) |
@isis/universal-rigging |
Auto-rig generated assets to V2 fighter skeleton |
@isis/comfyui-sdk |
Workflow registry for asset generation jobs |
@isis/outputs |
Output manifest with provenance lineage for every shipping asset |
@isis/anomaly-detection |
Generation quality gate before Bellona cook |
68.4 Aja — Motion capture, retargeting, pose#
| Package |
Used by V2 for |
@aja/motion-pipeline-sdk |
Top-level motion capture pipeline SDK (cross-ref §5) |
@aja/human-mesh-recovery |
SMPL / SMPL-X body recovery for markerless mocap (replaces Move.AI / Plask) |
@aja/neural-retargeting |
Skeleton retarget with frame-snap alignment to V2 fighter rig |
@aja/motion-quality |
Per-take quality assessment before Bellona/mocap export |
@aja/motion-processing |
Noise reduction, smoothing, artifact correction, gap fill |
@aja/motion-validation |
Validity enforcement (no foot-skate, no clip-through, root-motion sanity) |
@aja/optimization-ik |
IK optimization for retarget targets |
@aja/domain-motion-pipelines |
Combat-domain motion authoring (cross-ref §3, §4) |
@aja/fitness-animation |
Form-correct training-mode animations under Shakti coaching (cross-ref §60, §61) |
@aja/blend-shape-retargeting |
Facial blend-shape retarget for MetaHuman face rig |
@aja/depth-sensing |
iOS / Android markerless capture for pickup / dev iteration shoots |
@aja/multi-view-reconstruction |
Multi-camera capture for studio shoots |
@aja/consent-management |
Per-performer consent + revocation ledger for capture sessions. V2 uses @v2/aja-consent-nil-ledger to require active consent before Aja ingest, attach Themis @themis/likeness license IDs through consentChainRefs[], and block Aja processing plus Bellona cook after revocation. |
@aja/content-watermarking |
Mocap-source watermark for forensic auditing |
68.5 Iris — Conversational AI, voice, translation#
| Package |
Used by V2 for |
@iris/conversation-orchestration |
LLM commentary, in-match call generation under rollback-safe contract (cross-ref §43, §64). V2 uses @v2/iris-commentary-orchestration and the V2AICommentary plugin to call createMatchCommentaryStream, reject rollback-frame origins, cache by (matchId, cueId, cueTriggerFrame, branchId), and keep outputs audio/subtitle-only. |
@iris/conversation-rag |
Frame-data Q&A, codex queries, in-game wiki retrieval (cross-ref §76) |
@iris/conversation-providers-* |
Multi-provider failover (Anthropic / Google / OpenAI / local) for commentary + companion |
@iris/memory-core |
Per-player conversation memory in companion app |
@iris/agents |
Mobile-safe umbrella catalog at libs/iris/agents/ for built-in companion agents, launch readiness, task routing, and handoff to the existing agent implementation packages. V2 consumes it from apps/oshun/mobile/v2/ for in-app assistant readiness. |
@iris/voice |
TTS + STT pipeline for voice chat + in-match commentary playback; V2 composes its createVoiceCallTranslation surface through @v2/iris-realtime-translation for spectator chat translation, commentary subtitle localization, broadcast overlays, and companion second-screen feeds while keeping outputs off rollback. |
@iris/accessibility |
Wired through @v2/iris-accessibility for caption streaming, dyslexia-friendly typography, cognitive assistive UI, screen-reader bridge semantics, companion + main-client accessibility state, and native UE accessibility hooks. The bridge uses @v2/psyche-caption-streaming over @psyche/caption-streaming as the real-time caption provider. |
@iris/concordia-assistant |
Appeal / dispute assistant for moderation + tournament-result conflicts; wired through @v2/concordia-substrate for consent-gated appellant / arbiter dialogue scaffolding |
68.6 Psyche — Avatar behavior, lipsync, AI Director#
| Package |
Used by V2 for |
@psyche/behavior-prediction |
Per-player tendency profile feeding AI Director via @v2/psyche-ai-director-hints and V2AdaptiveAI; live in non-rollback modes, match-load snapshot for rollback-with-CPU |
@psyche/behavior-coordinator |
Adaptive AI behavior selection |
@psyche/avatar-lipsync |
AI-commentary viseme frames for commentator face animation driven by @iris/voice output |
@psyche/avatar-expressions |
ARKit expression curves for commentator face animation layered over Psyche lipsync |
@psyche/caption-streaming |
real-time match captions through @v2/psyche-caption-streaming for accessibility HUD captions, spectator mode, replay transcripts, companion captions, and broadcast observer captions; presentation-only and off rollback. |
@psyche/action-safety |
Behavior anomaly guardrails plus Adaptive AI Director classifier transparency and opt-out for @v2/eu-ai-act-surface |
@v2/eu-ai-act-surface |
V2 adapter composing @psyche/action-safety, @nous/safety, and @themis/accountability into the off-rollback EU AI Act registry for Adaptive AI, AI commentary, anti-cheat classifiers, and generation pipelines |
@psyche/conferencing-core |
Voice-chat presence + matchmaking-party voice handling |
@psyche/attention-tracker |
Eye-tracking driven menu navigation assist (PSVR2, Tobii) |
| Package |
Used by V2 for |
@v2/euterpe-commentary-ducking |
Commentary mix ducking contract that exports off-rollback FV2CommentaryDuckingMixSpec data from V2.Commentary into V2.DynamicMusic |
@euterpe/master |
Loudness delta, dB/linear gain conversion, and sidechain envelope math for commentary mix ducking |
@euterpe/accompany |
Dynamic music intensity, genre, arrangement density, and active instrumentation context for ducking decisions |
| Package |
Used by V2 for |
@shakti/combat-sports |
Boxing, kickboxing, MMA, Muay Thai, wrestling reference biomechanics — feeds frame-data authoring (cross-ref §11-§14) |
@shakti/martial-arts |
Technique database backing per-style move catalog |
@shakti/form-analysis |
Player-driven fitness mode form correctness (cross-ref §60) |
@shakti/biometrics |
Heart rate / recovery for opt-in fitness companion |
@shakti/gamification |
Drill achievement + streak primitives for Combat Trials |
@shakti/personalization |
AI-coach personalization for Mission Mode + Combat Trials |
@shakti/fighting-ruleset-bridge |
Deterministic Shakti biomechanics → MK / SF / Tekken / SC / DJ frame-data profile transform for V2BalanceImporter |
@shakti/sota-critical |
State-of-the-art combat-sport modeling for ruleset bridge and AI Director style detection (boxer, kickboxer, striker, grappler, submission-specialist) |
@v2/shakti-ruleset-bridge |
V2 adapter converting @shakti/fighting-ruleset-bridge output into off-rollback V2BalanceImporter CSV rows and game-only reference-card corpus entries |
@v2/shakti-style-classification |
V2 adapter converting @shakti/sota-critical per-player style classification into off-rollback AI Director matchup hints for V2AdaptiveAI |
@shakti/sota-advanced |
Advanced biomechanical features for Aja → Shakti motion analysis loop |
68.8 Maat — Live-ops, financial intelligence, balance#
The repo contains @maat/finance for V2 ledger authority and
@maat/negotiation-intelligence; remaining V2 financial / live-ops packages
below are planned until their package surfaces land.
| Package |
State |
Used by V2 for |
@maat/finance |
Wired |
Currency ledger, region-aware pricing, refund flow, regulatory compliance (replaces V2-only ledger); @v2/maat-finance-ledger bridges Maat decisions into the V2Persistence offline cache |
@maat/intelligence |
Wired |
Balance dashboard telemetry analysis, pick-rate / win-rate / frame-data drift trend signals and anomalies through @v2/maat-balance-dashboard |
@maat/dashboard |
Wired |
Governed designer-facing and operations-facing V2 balance dashboard manifest through @v2/maat-balance-dashboard |
@maat/compliance |
Planned |
GDPR / CCPA / China / Korea / EU spend-cap and minor-account compliance |
@maat/strategy |
Wired |
Source of truth for V2 seasons, Crown Points pool, Pro Circuit calendar, anniversary events, charity events, and balance ramp windows through @v2/maat-live-service-calendar |
@maat/risk |
Planned |
Anti-fraud risk scoring on cosmetic purchases + wager match flows |
@maat/reporting |
Wired |
V2 balance dashboard scorecards and chart-ready KPI payloads through @v2/maat-balance-dashboard; broader live-ops transparency reports remain planned |
68.9 Sophia — Knowledge, RAG, citations#
| Package |
Status |
Used by V2 for |
@sophia/ingestion |
Wired |
Frame-data spreadsheet ingestion + patch-notes corpus build through @v2/sophia-release-candidate-ingestion on every release-candidate cook |
@sophia/indexing |
Planned |
Vector index over frame-data, lore, patch notes, FAQ |
@sophia/client |
Wired |
Companion-app codex / wiki queries through apps/oshun/mobile/v2/; web frame-data wiki, glossary, and roadmap RAG citations at /v2/wiki, /v2/glossary, and /v2/roadmap; lore-consistency calls from Hathor remain planned (cross-ref §76) |
@sophia/evaluation |
Planned |
Retrieval quality gates on frame-data and lore answers |
Scope correction (third pass). Nous packages are primitive toolkits, not
a hosting/serving layer. Upstream model hosting is done by the model providers
themselves (Anthropic / OpenAI / Google / local) accessed via
@iris/conversation-providers-*. Nous packages contribute the LLM-side
reasoning primitives, vision/audio analysis primitives, training pipeline
primitives, and safety primitives that V2 composes on top of that provider
abstraction.
| Package |
Used by V2 for |
@nous/llm |
LLM client + reasoning toolkit — completion / chat / function-call / JSON-mode / structured-output / CoT / ToT / agent architecture / classification / extraction / prompt template + versioning. Consumed by every V2 AI service that needs LLM output (commentary, AI Director hints, classifiers) |
@nous/vision |
Vision toolkit — detection, classification, depth, controlnet, consistent-character-generation, anomaly-detection, watermark-detection — consumed by anti-cheat visual checks, Isis-driven generation quality gates, performer-likeness verification |
@nous/audio |
Audio toolkit — ASR, fingerprinting (music-swap detection), forensics, restoration, segmentation, audio-classification, watermark-detection — consumed by voice-chat ASR, music-swap-rights verification, anti-cheat audio analysis |
@nous/platform |
Package exists but must be implemented before V2 AI services use it. Scope is fixed by V2/docs/decisions/nous-platform-scope.md: model registry, deployment manifests, routing metadata, cost caps, eval links, audit hooks. |
@nous/training |
Wired through @v2/nous-anti-cheat-classifiers as the source of truth for the V2 anti-cheat training loop. V2 publishes labeled event-bus data and @nous/training trains smurf, win-trading, coordinated-throw, and geographic-anomaly classifiers. |
@nous/safety |
Wired through @v2/nous-anti-cheat-classifiers for anti-cheat-classifier-suite.md; also hosts runtime Model Card metadata for adaptive-ai-director.md, ai-commentary.md, and generation-pipelines.md; the registry composes every card with @themis/accountability for EU AI Act audit. |
68.11 Themis — Governance, IP, dispute resolution#
| Package |
Used by V2 for |
@themis/dispute-resolution |
DSA Statement-of-Reasons, moderation appeal flow, tournament-result dispute flow through @v2/themis-dispute-resolution |
@themis/arbitration |
Anti-cheat appeal arbitration, crew conflict resolution |
Themis Originality Shields — composes @themis/music-shield, @themis/visual-shield, @themis/text-shield, @themis/video-shield, @themis/design-shield |
UGC originality verification through @v2/themis-originality-shields (custom decals / logos / championships / music swaps). Every public UGC accept-gate blocks unless all required shields pass |
@themis/transparency |
Semi-annual transparency report ingest, audit-trail surface |
@themis/privacy |
DSR (access / erasure / portability / rectification) workflow consumed by @v2/themis-privacy-dsr-routing; V2 does not keep a standalone DSR ops console |
@themis/accountability |
EU AI Act AI-system-of-record and conformity audit export for V2 Adaptive AI, AI commentary, anti-cheat classifiers, and generation pipelines (paired with @nous/safety Model Cards) |
@themis/community |
Crew / clique / stable / faction governance primitives through @v2/themis-community-governance: rule committees, rule votes, member reputation standing, and constitution ratification for crew rules (cross-ref §36) |
@themis/dao |
Optional decentralized faction governance (opt-in via Aje fan-token gate) |
@themis/likeness (forthcoming — new library) |
Per-fighter / per-region / per-license-window NIL ledger schema. Correction from prior draft: @themis/identity is governance-identity scope (DID, eligibility, Sybil resistance) and is the wrong home for likeness rights. The NIL ledger lands as a new package; reciprocal tracker in docs/domains/themis/deep-dive/specifications.md section 11.8 |
| Package |
Used by V2 for |
@kuanyin/foundation |
50+ harm-category taxonomy and severity classification wired through @v2/kuanyin-first-line-moderation as V2's first-line moderation policy source |
@kuanyin/precognition |
Intent + emotion + typing-dynamics + cascade prediction wired through @v2/kuanyin-first-line-moderation for chat / replays / reports |
@kuanyin/mindful-friction |
Pause-and-breathe, Samma Vaca reflection, compassion nudge, and rewrite-suggestion primitives wired through @v2/kuanyin-mindful-friction for pre-send moderation friction |
@kuanyin/community-harmony |
Community temperature, conflict detection, faction detection, and raid defense wired through @v2/kuanyin-community-harmony for crew / faction / Battle Hub spaces |
@kuanyin/performer-protection |
Real-time shield + boundary enforcement wired through @v2/kuanyin-performer-protection for licensed fighters and creator-suite uploads; cross-references Themis NIL stamps |
@kuanyin/rehabilitation |
Cooldown ladder + restorative path for repeat offenders (replaces flat HWID ban escalation as first step) |
@kuanyin/concordia-restorative |
Restorative-justice path for high-impact moderation actions; wired through @v2/concordia-substrate for anti-cheat appeal restorative preflight |
@kuanyin/cross-domain |
Cross-product moderation correlation (e.g., flagged in V2 + Lilith + Aphrodite) |
| Forthcoming |
Rage-quit / competitive-salt cascade class — reciprocal tracker in docs/domains/kuanyin/deep-dive/specifications.md section 11.10 |
68.13 Aphrodite — Age verification, consent, regional content rules#
| Package |
Used by V2 for |
@aphrodite/age-verification |
Wired through @v2/aphrodite-age-gate as the backend-only age-gate driver for gore tier, adult fatalities, and region-conditional cinematics. Primitive-fitness audit parameterizes the mature-game profile, rejects the adult-content default profile, keeps 2257 / performer-protection / anti-CSAM performer workflows out of V2, and keeps the Aphrodite brand hidden from players. |
@aphrodite/consent-engine |
Wired through @v2/aphrodite-consent-surfaces for per-feature consent surfaces covering telemetry, voice processing, and behavioral profiling. Historical prior draft package @aphrodite/consent does not exist; V2 uses receipt-backed, privacy-preserving decisions here instead. |
@aphrodite/performer-sovereignty + @aphrodite/performer-autonomy |
Wired through @v2/aphrodite-licensed-likeness-safety for licensed-fighter likeness safety and revocation flow. The bridge cross-references Themis NIL stamps, blocks likeness surfaces and Bellona cooks after revocation, and replaces the historical prior-draft @aphrodite/performer-safety package, which does not exist. |
@aphrodite/chat-moderation |
Adult-mode-adjacent chat moderation primitives reused for general post-match chat (composed under Kuanyin) |
@oshun/region-rules |
Shared regional content-rule package for CN / DE / AU / NZ / KR gore variants and content cuts. V2 SKU cooks consume Aphrodite age / consent inputs, unknown regions default to the China most-restrictive profile, and the historical package @aphrodite/regional-content-rules must not be used. |
68.14 Calliope, Euterpe, Uzume, Veritas — Creative & broadcast#
| Package |
Used by V2 for |
@calliope/persona-live |
Per-commentator AI artist persona with signed talent signoff, cleared voice clone metadata, brand metadata, and deterministic fallback bank |
@calliope/cinema |
Auto-edit cinematic highlight reels, trailers, key-art generation |
@calliope/sound-design |
Per-fighter signature sting + walkout cue authoring through @v2/karaoke-rhythm-combat-bridge |
@calliope/distro |
Soundtrack / commentary persona distribution + rights mgmt |
@euterpe/genesis |
Music generation for adaptive stems, per-fighter themes, seasonal drops, and V2 karaoke procedural backing tracks via @v2/karaoke-rhythm-combat-bridge (cross-ref §43, §132) |
@euterpe/accompany |
Dynamic adaptive accompaniment for rhythm-combat fusion mode through @v2/karaoke-rhythm-combat-bridge; supplies V2 commentary mix ducking context for V2.DynamicMusic |
@euterpe/protect |
Copyright clearance + DMCA-safe music swap for streamer mode through @v2/karaoke-rhythm-combat-bridge |
@euterpe/master |
Mastering + per-locale loudness normalization for shipping audio; computes V2 commentary mix ducking gain from V2.Commentary |
@uzume/broadcast |
Esports broadcast pipeline replacing standalone OBS / NDI / vMix glue (cross-ref §51, §79) |
@uzume/lumina |
LED-wall / stage lighting for live tournament integration through @v2/esports-tools |
@uzume/sonos |
Live audio engineering for tournament broadcasts |
@uzume/prism |
Video / projection / LED systems for in-arena and broadcast through @v2/esports-tools |
@uzume/nexus |
Show control bridge for production runtime |
@veritas/fact-checking |
Post-match reporting + bracket result verification + esports news pipeline through @v2/esports-tools |
68.15 Aje, Lakshmi, Aglaea, Yemaya, Metis — Cross-cutting#
| Package |
Used by V2 for |
@aje/identity |
Decentralized identity surface for optional Web3 cosmetic ownership |
@aje/nft |
Optional cosmetic-NFT mint flow (opt-in and per-platform cert-gated — PS5 / XSX / Switch2 / iOS may prohibit entirely; gate fails the build via Tools/check-platform-cert-bans.py if violated) |
@v2/aje-web3-cosmetic-ownership |
V2 adapter composing @aje/identity + @aje/nft for opt-in Web3 cosmetic ownership; CI cross-checks V2/legal/platform-cert-bans.json against PlatformCookAjeReachability.json with check-platform-cert-bans.py before cooked binaries can reach Aje packages. |
@aje/rwa |
On-chain rights manifest for NIL / venue / IP partnerships (optional, same per-platform gate) |
@aje/governance |
Fan-token gated faction governance (opt-in and per-platform cert-gated) |
@v2/aje-faction-governance |
V2 adapter composing @aje/governance Snapshot spaces, ERC20 fan-token strategies, and faction proposals; CI cross-checks fan_token_gated_gameplay in V2/legal/platform-cert-bans.json against PlatformCookAjeReachability.json before cooked binaries can reach the fan-token governance surface. |
@lakshmi/behavioral |
Wired through @v2/lakshmi-responsible-play-spend-insight for player-side opt-in spend insight. The V2 adapter composes @lakshmi/behavioral, @lakshmi/budgeting, and @lakshmi/transactions for parental controls, self-imposed caps, weekly summary reflection, and off-rollback store confirmation warnings. Correction from prior draft: @lakshmi/spend-insight does not exist. |
@aglaea/style-coaching |
AI-driven cosmetic styling suggestions in Creator Suite (cross-ref §37). Correction from prior draft: @aglaea/style-intelligence does not exist; suggestion surface lives in @aglaea/style-coaching (composes @aglaea/style-evolution + @aglaea/style-taxonomy). |
@aglaea/color-analysis |
Color-palette suggestion + harmony analysis for 16-slot color editor. Correction from prior draft: @aglaea/palette does not exist; color tooling lives in @aglaea/color-analysis. |
@yemaya/projects |
Creator Suite content treated as Yemaya project artifacts (cross-ref §37, §39, §40) |
@yemaya/asset-library |
Cosmetic catalog asset orchestration |
@yemaya/safety |
Pipeline-side content moderation gate (Kuanyin upstream) |
@yemaya/collaboration |
Multi-user Stage Editor + Move Editor (CRDT, Yjs) |
@metis/adaptive |
Adaptive curriculum for Mission Mode + Combat Trials (cross-ref §61). Correction from prior draft: @metis/adaptive-paths does not exist; adaptive curriculum lives in @metis/adaptive. |
@metis/tutoring |
AI-tutored tutorial generation adaptive to player skill. Correction from prior draft: @metis/ai-tutoring does not exist; AI tutoring lives in @metis/tutoring. |
@metis/assessment |
Skill-gap detection feeding Combat Trials selection |
68.16 Shared — Foundation infrastructure#
| Package |
Used by V2 for |
@oshun/identity |
Account + cross-progression + cross-product entitlement (replaces V2-only publisher account abstraction); V2 consumes v2-account-binding.ts for account state, 2FA, recovery, region binding, platform links, and v2-entitlement-claims.ts for Lilith / Shakti / Calliope default-on claims plus Aphrodite opt-in privacy rules via @v2/cross-product-entitlement |
@oshun/audit-platform |
Forensic audit log for moderation, anti-cheat, and DSR (cross-ref §49, §80). V2 publishes canonical audit events from @v2/kuanyin-first-line-moderation, @v2/nous-anti-cheat-classifiers, and @v2/themis-privacy-dsr-routing; Oshun retains and exports the shared investigation records. |
@oshun/data-residency |
Per-region routing (EU Frankfurt / Stockholm, JP Tokyo, KR Seoul, LATAM São Paulo, CN publisher cloud), including DSR subject-home route decisions for @v2/themis-privacy-dsr-routing |
@oshun/event-bus |
Redis Streams cross-domain bus. V2Telemetry publishes v2.match.*, v2.cosmetic.*, and v2.player.* through this package with no V2-only telemetry ingest endpoint, including the standard game event taxonomy for session start/end, level load, death, achievement, purchase, UI interaction, and error; V2 also subscribes to hathor.*, isis.*, and maat.*. |
@oshun/queue |
BullMQ wrapper for matchmaking, replay encode, batch jobs |
@oshun/config (features module, libs/shared/config/src/features.ts) |
Staged rollout / region gating / A/B framework (replaces LaunchDarkly). Correction from prior draft: @oshun/feature-flags does not exist; feature-flag surface is exposed by @oshun/config |
@oshun/cache |
Redis cache layer for presence, friend lists, leaderboard reads |
@oshun/logging |
Pino-based structured logging across V2 services |
@oshun/metrics |
Prometheus metrics emission required from day one across every apps/v2/* package and the V2Services Unreal module; the path is off rollback and cannot influence deterministic simulation. |
@oshun/tracing |
OpenTelemetry tracing required from day one across every apps/v2/* package and the V2Services Unreal module for matchmaking / cosmetic-store / commentary call paths; the path is off rollback and cannot influence deterministic simulation. |
@oshun/inbound-integrations |
Webhook / partner integration shell (Twitch Drops, Discord, stream integrations) |
@oshun/shell-core (umbrella) + per-surface @oshun/* client packages |
TypeScript SDK consumed by apps/oshun/web and apps/oshun/mobile for V2 surfaces. Correction from prior draft: @oshun/sdk does not exist as a single package; the SDK surface is the @oshun/shell-core umbrella plus per-domain clients (@oshun/auth-client, @oshun/developer-portal, @oshun/concordia-integration, @oshun/persistence, @oshun/trust-safety, @oshun/persona-registry, etc.). |
@oshun/contracts |
Cross-domain TypeScript contracts (cross-ref §4) |
@oshun/proto |
gRPC protobuf definitions consumed by V2/ue/Source/V2Services/; the V2 esports / AI Director / AI commentary contracts live at libs/proto/src/oshun/v2/{esports,director,ai_commentary}/ |
@grpc/grpc-js (+ @grpc/proto-loader) |
Node gRPC runtime used by @v2/grpc-services to serve oshun.v2.esports.Esports, oshun.v2.director.Director, and oshun.v2.ai_commentary.Commentary; off rollback, cannot influence deterministic simulation |
@oshun/openapi |
OpenAPI specs for V2 HTTP surfaces under apps/oshun/; the V2 public API is registered as v2-companion with handlers at apps/oshun/web/api/v2/, Next route adapters at apps/oshun/web/src/app/api/v2/, and canonical spec libs/openapi/v2/companion.yaml served from /api/v2/openapi. |
68.17 Concordia substrate (Concordia library is planned-only)#
Correction from prior draft: libs/concordia/* does not exist; Concordia is
a planned cross-domain mediation substrate (per DOMAINS.md:209). The substrate
primitives V2 actually composes today are split across @nous/* and the
existing Iris and Oshun integration shims. Treat the rows below as the substrate
composition until the @concordia/* library lands.
| Substrate primitive |
Used by V2 for |
@nous/cooperative-bargaining |
Pareto / Nash / coalition search for tournament-result disputes, crew conflicts, anti-cheat appeals through @v2/concordia-substrate |
@nous/preference-inference |
Private preference inference for parties to a dispute through @v2/concordia-substrate |
@nous/agreement-search |
Agreement-DSL expression for crew constitutions, stable charters, tournament rule files through @v2/concordia-substrate |
@nous/concordia-sealed-memory |
Sealed-memory storage for private intake records through @v2/concordia-substrate (no peer leakage during deliberation) |
@iris/concordia-assistant |
Assistant flow for appellant / arbiter conversation through @v2/concordia-substrate; scaffolds consent-gated Iris dialogue, party-isolated prompt contexts, and sealed private-context refs |
@oshun/concordia-integration |
Cross-domain integration shim (libs/oshun/concordia-integration/) wired through @v2/concordia-substrate for V2 → substrate event routing, nav descriptors, and redacted telemetry registration |
@oshun/config |
Launch feature gate for external substrate exposure through ENABLE_V2_CONCORDIA_SUBSTRATE; defaults disabled while internal off-rollback composition checks continue |
@kuanyin/concordia-restorative |
Restorative-justice path for high-impact moderation outcomes through @v2/concordia-substrate, with Kuanyin safety checks gating anti-cheat appeal restorative circles |
V2 is the first deployment surface that composes these primitives end-to- end.
Launch exposure is gated behind the @oshun/config features module via
ENABLE_V2_CONCORDIA_SUBSTRATE, which defaults disabled until readiness
signoff. The eventual @concordia/* library will collapse this composition;
until then, V2 wires the substrate directly.
68.18 Apps shell#
| App |
Used by V2 for |
apps/oshun/web |
Marketing site, roster microsite, frame-data wiki at /v2/wiki, glossary at /v2/glossary, roadmap at /v2/roadmap, esports portal, news, status — all under shared shell with @sophia/client citations |
apps/oshun/mobile |
Companion app, statbook, public API consumption, Discord Rich Presence handoff |
apps/oshun/desktop |
Optional dev / tournament admin desktop client |
68.19 Forthcoming (reciprocal Oshun work V2 forces)#
Each line below corresponds to a reciprocal task in the named domain's
DOMAINS/<domain>/specifications.md so V2's needs are tracked in the Oshun
roadmap, not in V2 alone.
BellonaUnrealRuntime runtime-shipped UE plugin (companion to existing
BellonaUnrealEditor). Owner: Bellona Runtime Integrations. ETA:
2026-06-30.
- Rollback-safe low-latency in-match commentary contract on
@iris/conversation-orchestration. Determinism rule: commentary outputs
are audio / subtitle only and never feed simulation state — the contract can
be off-rollback because its outputs are gameplay-inert. Implemented by
createMatchCommentaryStream and consumed by V2AICommentary. KO-trigger
commentary uses the documented 800 ms latency budget and falls back to
pre-recorded @calliope/persona-live lines keyed by
(cueKind,ruleset,commentatorId,seed) if the Iris LLM round trip, persona
TTS, or lipsync envelope is exceeded. The reserved components are Iris LLM
round trip, persona TTS, lipsync, and safety margin. Owner: Iris.
- AI Director behavior-hint channel. Determinism rule (correction from prior
draft): behavior hints CANNOT be a generic "off-rollback channel" for live
rollback matches — both peers must run identical CPU logic inside the
rollback envelope. Two valid modes only: (a) offline / training uses
Psyche live tendency hints freely through
@v2/psyche-ai-director-hints and
V2AdaptiveAI; (b) online rollback-with-CPU defense-in-depth matches
bake a tendency-vector + seed into the deterministic match-start input
stream, then run rollback-deterministic AI for the match. Live mid-match
Psyche updates are queued and applied at the next match-start. Owner:
Psyche.
- Shakti per-player combat-style classification for AI Director matchups.
@shakti/sota-critical detects boxer, kickboxer, striker, grappler,
or submission-specialist from combat telemetry; V2 consumes the result via
@v2/shakti-style-classification and V2AdaptiveAI as an off-rollback
match-end or match-start snapshot hint. Owner: Shakti.
- Racing ecosystem bridge for Galatea vehicle-as-articulated-body driver
probes, Saraswati hybrid / electric powertrain modeling, and Maya
deterministic track/open-world traversal readiness is implemented by
@v2/racing-ecosystem-bridge over @galatea/kinematics,
@galatea/whole-body-control, @saraswati/ev, @maya/genesis-terrain, and
@maya/genesis-urban. The bridge emits cook-time manifests only and rejects
live race-frame RPCs. Owner: Galatea + Saraswati + Maya.
- Karaoke + rhythm-combat fusion is implemented by
@v2/karaoke-rhythm-combat-bridge over @euterpe/genesis,
@euterpe/accompany, @euterpe/protect, @calliope/sound-design, and
@iris/voice. The bridge emits cook-time manifests for V2Mode_Karaoke,
V2Mode_RhythmCombat, V2DynamicMusic, V2Audio, and the V2-owned pitch
and rhythm scoring rubric; it rejects live rhythm-combat frame RPCs. Owner:
Euterpe + Calliope + Iris.
- Cooking simulator mini-game embedding is implemented by
@v2/hestia-cooking-minigame-bridge over @hestia/ai-ml, @hestia/cooking,
@hestia/education, @hestia/ingredients, and @hestia/pantry. The bridge
emits hestia.recipe-as-mini-game-script cook-time manifests for
V2Mode_Cooking; it rejects live cooking frame RPCs. Owner: Hestia + V2.
- Aja → Bellona/unreal export with 60 Hz resampling and sub-frame alignment
for source mocap; notify-segment authoring (hit-active, armor, cancel-window)
remains in UE animation montage authoring, not the upstream pipeline. Owner:
Aja + Bellona.
- Per-fighter / per-region / per-license-window NIL ledger schema in a new
@themis/likeness library (NOT @themis/identity, which is governance-
identity scope). Reciprocal tracker:
docs/domains/themis/deep-dive/specifications.md section 11.8. Owner:
Themis.
- Fighting-game live-service calendar shape (Crown Points pool, Pro Circuit
calendar, balance ramp windows) is implemented by
@maat/strategy and
consumed through @v2/maat-live-service-calendar. Owner: Maat.
- Rage-quit / competitive-salt cascade class on
@kuanyin/precognition
distinct from generic toxicity. Owner: Kuanyin.
- Combat-sport ↔ fighting-game-ruleset bridge mapping real biomechanics onto
MK / SF / Tekken / SC / DJ frame-data is implemented by
@shakti/fighting-ruleset-bridge and consumed by
@v2/shakti-ruleset-bridge as off-rollback V2BalanceImporter CSV rows,
with explicit game-only reference cards where no real-sport antecedent
exists. Owner: Shakti.
- Substrate composition for Concordia-style flows until
libs/concordia/*
exists: anti-cheat appeals + tournament disputes + crew conflicts compose
@nous/cooperative-bargaining + @nous/preference-inference +
@nous/agreement-search + @nous/concordia-sealed-memory +
@iris/concordia-assistant + @oshun/concordia-integration +
@oshun/config + @kuanyin/concordia-restorative in
@v2/concordia-substrate; ENABLE_V2_CONCORDIA_SUBSTRATE gates external
launch exposure while internal off-rollback checks continue. Owner: Nous +
Iris + Oshun integration + Kuanyin.
- Fan-token gated faction governance opt-in on
@aje/governance, consumed
through @v2/aje-faction-governance and behind the
fan_token_gated_gameplay per-platform cert-ban gate. Owner: Aje.
- Originality Shields launch —
@themis/music-shield,
@themis/visual-shield, @themis/text-shield, @themis/video-shield,
@themis/design-shield now feed @v2/themis-originality-shields; V2 UGC
accept-gates block unless the required shields pass. Owner: Themis.
- EU AI Act conformity surface for shipping AI services is implemented by
@v2/eu-ai-act-surface, with @nous/safety hosting
adaptive-ai-director.md, ai-commentary.md,
anti-cheat-classifier-suite.md, and generation-pipelines.md Model Cards
and @themis/accountability retaining the AI-system-of-record and
conformity audit export for each surface. Adaptive AI additionally uses
@psyche/action-safety classifier transparency and opt-out. _Owner: Psyche
- Regional content-rule engine for gore variants per region — accepted ADR
creates shared
@oshun/region-rules; Aphrodite supplies age / consent
inputs. Owner: Oshun platform + Aphrodite.
End of V2_DEPENDENCIES.md. Companion docs: V2_TODOS.md ·
V2_features.md ·
V2_ARCHITECTURE.md.