Tactical Action · Reference & analysis

V4 — Dependency Registry (Tactical Action Universe, Unreal Engine 5)

This file is the V4-scoped dependency contract.

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Scope: Dependencies that V4 launch depends on — engine version, plugins, middleware, third-party SDKs, infrastructure services, platform SDKs, build tooling, and internal packages on the V4 critical path. Companion docs: V4/V4_features.md, V4/V4_TODOS.md, V4/V4_ARCHITECTURE.md. Date: 2026-05-15. Updated: 2026-06-12 (remediation pass — option-stacking resolved into recorded decisions; dangling section refs fixed).

Purpose#

This file is the V4-scoped dependency contract. For each dependency it answers three questions a reviewer needs before launch:

  1. What is it — one sentence on the dependency itself.
  2. Where does V4 use it — the V4 features or TODOS sections that need it.
  3. How is it wired — version source, plugin path, target platform.

Pinned versions will live in V4/ue/V4.uproject, each plugin's *.uplugin, each *.Build.cs, and the per-platform configs in V4/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 V4 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 V4 docs, including this file, bare §N and §N.M references resolve to V4_TODOS.md (the canonical backlog). Explicit doc prefixes are used where ambiguity matters:

  • §40V4_TODOS.md §40.
  • deps§14 → this file's §14.
  • arch§"<anchor>"V4_ARCHITECTURE.md by section anchor.
  • features§"<anchor>"V4_features.md by section anchor.

Table of Contents#

  1. Engine Version
  2. First-Party UE Plugins
  3. Third-Party UE Plugins
  4. Audio Middleware
  5. Animation & Mocap Pipeline
  6. Physics, Cloth, Hair, Destruction
  7. Rendering & Post-Process
  8. Networking & Lockstep
  9. Online Services Provider
  10. Anti-Cheat
  11. Platform SDKs
  12. Build & Distributed Compile
  13. Source Control
  14. Data Authoring & ETL
  15. Telemetry & Analytics
  16. Cloud Backend Services
  17. Anti-Spam, Moderation, ML
  18. Localization & VO
  19. Esports / Broadcast Toolkit
  20. Testing Tooling
  21. Marketing Site Stack
  22. Live Service Operations
  23. Security, Secrets, Code Signing
  24. Internal V4 Modules & Plugins
  25. Procedural Generation (PCG)
  26. Crowd / Mass Entity
  27. 2D Engine Stack (Paper2D)
  28. RTS Pathfinding & Flow-Fields
  29. Voice / Speech-to-Text / Text-to-Speech
  30. Companion App
  31. Spectator Portal
  32. Internal Oshun Cross-Domain Dependencies

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
CMake 3.28+ Where required by 3rd-party SDKs
LLVM / lld 16+ Used for fast linking on Linux DS

V4's UE 5.5 LTS choice is identical to V2 and V3 — Oshun's three game-domain projects all converge on 5.5 LTS to share toolchain and middleware investments. No engine upgrade in the launch window.

2. First-Party UE Plugins#

Enabled in V4.uproject Plugins list. The full inventory is large; the table below covers every plugin V4 ships with enabled. Plugins not listed are explicitly disabled in DefaultEngine.ini to keep editor cold-start ≤ 30 s and runtime memory predictable.

Plugin Used by V4 for
GameplayAbilities (GAS) Combat spine, abilities, attributes, effects (V4Gameplay)
EnhancedInput Input mappings, IMCs, motion-parser feed (V4Input)
CommonUI Front-end shell, input-style routing, focus graph (V4UI)
ModelViewViewModel HUD attribute binding (V4UI)
MotionWarping Throw / takedown / breach / finisher alignment to NPC
AnimationWarping Foot lock, stride warping for traversal modes
MotionMatching Hitman sandbox roaming, Wukong area roaming, Commandos walk
Mover (2.0) Replacement for CMC in exploration modes
ChooserTable Hit-reaction selection, takedown variant selection
Niagara Muzzle, blood, debris, VFX, weather, fog
GeometryScripting Procedural map building (RTS map editor, 2D stage editor)
ProceduralMeshComponent Editor stage building
ChaosCloth Costume cloth, capes
ChaosFlesh Wukong gore for cinematic finishers (mild)
ChaosDestruction R6 destructible walls; CoD setpiece building collapse
ChaosVehicles Drivable vehicles (helo, tank, snowmobile, horse, Humvee)
MetaSound Native audio runtime
AudioModulation Dynamic mix, ducking, music stack
AudioGameplayVolume Stealth-cell zone-aware audio (e.g., enclosed-vs-open)
ReplicationGraph BR replication priority bands, sandbox map replication
NetworkPrediction Tactical PvP prediction, Iris-tagged states
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
WorldPartition Sandbox map streaming (Hitman, Commandos, BR)
WorldPartitionHLOD Distant-cell HLOD geometry
MassEntity Dense crowd system (Hitman 400-NPC maps)
PCG Procedural generation for roguelike-tactics campaign
Paper2D 2D Contra cell
MetaHuman Principal characters in cinematic
AnimNext (experimental) Future animation graph; gated behind ADR before enabling

Plugins explicitly disabled:

  • Most experimental / sample plugins (Studio Telemetry, Mover Examples, Sample Game Modes).
  • OnlineSubsystemNull, replaced by EOSShared in shipping builds.
  • WaterMesh unless a tactical map requires water rendering.

3. Third-Party UE Plugins#

Plugin / Vendor Used by V4 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 In-lobby and in-match voice
EasyAntiCheat (EAC) Anti-cheat for ranked PvP and BR
PixelStreaming (optional) Cloud-streaming variants where contract permits
AssetLinter (V4) Internal plugin enforcing naming conventions (see §24)
SteamAudio Optional: SC stealth precision spatial audio
NVIDIA DLSS Streamline DLSS / Reflex on PC NVIDIA path
AMD FSR 3 Streamline FSR on AMD + console upscaling
Apple MetalFX macOS / iPad upscaling
Sony PSSR (PS5 Pro) PS5 Pro upscaling
Intel XeSS Intel Arc support
NVIDIA RTXGI Optional: enhanced RT GI on PC RTX path

4. Audio Middleware#

Default: MetaSounds + AudioModulation (engine-native) — chosen to minimize middleware licensing risk and keep audio in-source for the bulk of the soundtrack.

Optional middleware: Audiokinetic Wwise integrated via Wwise-Unreal-Integration for the Splinter Cell stealth cell where the audio team requires bank-based authoring of granular footstep materials. Decision recorded in §94 launch readiness; if Wwise is adopted for the stealth cell, license is per-platform (PC / PS5 / PS5 Pro / XSX / XSS / Switch2 / Mac / iPad) under Audiokinetic terms.

Asset Path / Source
Voice barks (per-operator) Content/Audio/Operators/<op>/Voice/
Commentary banks Content/Audio/Commentary/<mode>/<persona>/
Music stacks Content/Audio/Music/<cell>/<stack>/
Stage ambience Content/Audio/Stages/<stage>/Ambience/
UI SFX Content/Audio/UI/
Vehicle audio Content/Audio/Vehicles/<vehicle>/
Weapon foley Content/Audio/Weapons/<weapon>/
Wukong combat foley Content/Audio/ARPG/Combat/
RTS unit response banks Content/Audio/RTS/<faction>/<unit>/
2D arcade SFX Content/Audio/Arcade/

5. Animation & Mocap Pipeline#

Dependency Used for
Motion Builder Mocap cleanup
Maya Animation authoring
Blender Animation authoring (open-source pipeline)
Vicon On-stage mocap
OptiTrack Alternate mocap rig
Faceware Facial mocap (alternative to MetaHuman Animator)
Cubic Motion Optional partner for premium facial mocap
MetaHuman Animator Default facial pipeline
Live Link Face Real-time facial capture
Mixamo Background NPC anim library (sourced animations)
Adobe Substance 3D Texturing pipeline
ZBrush Sculpt pipeline
3DS Max Asset import variant

Custom V4 anim tooling:

  • V4 Mocap Cleanup Pipeline: Python scripts in V4/tools/mocap-cleanup/.
  • V4 Anim Retargeting Editor: V4Editor::FAnimRetargetWidget.
  • V4 Combo Authoring Editor: Wukong combo chains.

6. Physics, Cloth, Hair, Destruction#

Dependency Used for
Chaos Cloth Capes, costumes, flags
Chaos Flesh Mild gore for Wukong (decapitation cinematics)
Chaos Destruction R6 destructible walls; CoD setpiece building collapse, breach charges
Chaos Vehicles Drivable vehicles
Chaos Physics Default rigid body
Niagara Fluids Optional: water, smoke volumetrics for SC mission
PhysX Legacy fallback for one-off Wwise interop

7. Rendering & Post-Process#

Dependency Used for
Lumen GI Default global illumination
Nanite Hero geometry; environment hero assets
Virtual Shadow Maps Default shadows
Hardware Ray-Tracing Optional: hybrid RT lighting on RTX cards
Path Tracing Marketing renders (offline)
Movie Render Queue Cinematic capture
DLSS / FSR 3 / MetalFX Per-platform upscaling
PSSR (PS5 Pro) PS5 Pro upscaling
XeSS (Intel Arc) Intel upscaling
Substance UE Plugin Substance materials
MetaHuman Creator Principal character creation

8. Networking & Lockstep#

Dependency Used for
Iris (UE5.5) Modern net layer; default for non-rollback channels
NetworkPrediction Tactical PvP prediction
OnlineSubsystem Cross-platform online abstraction
OnlineServices Modern interface for online providers
GGPO (planned) Reference for rollback prediction in TDM / Spies-vs-Mercs (custom port)
Custom Lockstep V4-internal deterministic lockstep for RTS cell
WebRTC Voice SFU (out-of-engine)
WebTransport Reserved for spectator portal real-time data
gRPC / Tonic (Rust) Backend service-to-service
Protobuf Wire format for backend services

V4's RTS lockstep is custom (not GGPO; GGPO is for rollback only). It's implemented in V4Netcode::FRTSLockstepSubsystem and uses fixed-point math + deterministic RNG (see arch§"RTS Deterministic Lockstep").

9. Online Services Provider#

Dependency Used for
Epic Online Services (EOS) Default OnlineServices provider (cross-platform)
PlayStation Network PSN integration on PS5 / PS5 Pro
Xbox Live XBL integration on XSX / XSS
Nintendo Network NN integration on Switch 2
Steam Steam OS / lobby / matchmaking / Workshop
Apple Game Center macOS / iPad
Google Play Games Android tablets

EOS is the cross-platform fallback; platform-specific online integrations satisfy platform certification rules and surface friend lists / presence to their native UIs.

10. Anti-Cheat#

Dependency Used for
Easy Anti-Cheat (EAC) Default kernel-mode anti-cheat
BattlEye (optional) Backup / regional alternative
V4 Trust Score Internal: account-trust score (Rust)
Server-side replay validation Internal: contract / ladder replay verification
Behavioural anomaly detection Internal: per-input model (Aja-style)

11. Platform SDKs#

Platform SDK Notes
PC (Win) Windows SDK 10.0.22621+ Steam, Microsoft Store, Epic Games Store
PC (macOS) Xcode 16+ macOS SDK Apple Silicon
PC (Linux) Steam Runtime / Proton Steam Deck Verified
PS5 Sony PS5 SDK Per-cert TRC
PS5 Pro Sony PS5 Pro SDK PSSR upscaling
Xbox Series X Microsoft GDK Per-cert XR
Xbox Series S Microsoft GDK Memory/perf cut
Switch 2 Nintendo SDK Nintendo Lotcheck
iPad Pro Xcode 16+ iOS SDK M-series
Android Android SDK 34+ Android tablets

Per-platform SDK access requires per-platform NDA (not negotiable). Internal devkits ordered: 12 PS5, 8 PS5 Pro, 12 XSX, 8 XSS, 6 Switch 2, 6 iPad Pro, 6 Android tablets, distributed across the engineering team.

12. Build & Distributed Compile#

Dependency Used for
UnrealBuildTool Build orchestration
UnrealAutomationTool Build/cook/package automation
FASTBuild Distributed compile
SN-DBS PS5 distributed compile
Incredibuild Optional Windows distributed compile
ccache Linux dedicated server build cache
Jenkins Selected — UE build farm (with BuildGraph; V4/release/jenkins/Jenkinsfile.pc, V4/release/BuildGraph/V4BuildCookPatch.xml)
GitHub Actions Selected — CI for checks/tools/web/services (.github/workflows/v4-*.yml)
GitLab CI Evaluated, not selected
Buildkite Evaluated, not selected
TeamCity Evaluated, not selected

Decision (2026-06-12): GitHub Actions is the CI system for repo checks (56 v4-*.yml workflows exist today); Jenkins + BuildGraph is the UE build/cook/patch farm (V4/release/). GitLab CI, Buildkite, and TeamCity were evaluated and not selected.

13. Source Control#

Dependency Used for
Perforce (Helix Core) Default for binary content
Helix Swarm Code review for Perforce
Git Source code, configuration, scripts
Git LFS Shared text-y binary
Plastic SCM Optional alternative for binary

V4 uses Perforce for binary content (UAssets, animations, audio, MetaHumans) and Git for source code / configuration / scripts. Splitting source from binary lets the engineering team work fast with Git while artists work with Perforce.

14. Data Authoring & ETL#

Dependency Used for
Excel / Google Sheets Balance authoring (operator stats, weapon recoil, RTS unit)
Notion Design docs, design specs
Confluence Optional design wiki
Figma UI mockups, HUD layouts
Miro Whiteboarding, mocap planning
Custom CSV importer UE data-table import from balance spreadsheets
Custom JSON pipeline Mission / contract / schedule authoring
Python 3.12+ Authoring scripts
pandas / pyarrow Balance ETL
dbt Telemetry transformations in ClickHouse

15. Telemetry & Analytics#

Dependency Used for
ClickHouse Telemetry analytics store
Grafana Dashboards
Prometheus Metrics
OpenTelemetry Distributed tracing
Sentry Error reporting (client + server)
Looker Evaluated, not selected (BI needs covered by Grafana + ClickHouse)
Tableau Evaluated, not selected
Apache Kafka Event bus for high-volume telemetry
Apache Flink Stream processing for telemetry
Redis Real-time matchmaking / session state
Elastic (planned) Log search

16. Cloud Backend Services#

Dependency Used for
GCP Cloud Run Backend services (Rust microservices)
GCP Cloud SQL PostgreSQL accounts, inventory, leaderboards
GCP Memorystore Redis
GCP Pub/Sub Event bus
GCP Cloud Storage Replay storage, mod hosting
GCP Spanner Optional: globally consistent leaderboards
Fly.io Edge POPs for low-latency matchmaking
AWS (alternative) DR / regional backup
Cloudflare CDN, DDoS protection
Akamai Game-traffic CDN
i3D.net Selected — primary dedicated server hosting
PlayFab Evaluated, not selected (game-services back-end)

Decision (2026-06-12): Unity Multiplay was removed from this registry — the service shut down in December 2025 (see V7/V7_ARCHITECTURE.md hosting notes) and can no longer be a launch dependency. i3D.net is the primary dedicated server host; PlayFab was evaluated and not selected.

17. Anti-Spam, Moderation, ML#

Dependency Used for
Perspective API Toxicity classification
Hive AI Image moderation
Two Hat Sift Ninja Optional alternative chat moderation
Whisper (OpenAI) Voice-chat transcription for moderation review
Custom Aja layer V1 cross-domain integration for advanced behavioural detection
Themis adjudication V1 cross-domain integration for dispute resolution
Custom Lilith-Rights pattern V3 cross-domain integration for content takedown

18. Localization & VO#

Dependency Used for
Crowdin Selected — CAT-tool for translator workflow (V4/loc/crowdin.yml exists)
Smartling Evaluated, not selected
Lokalise Evaluated, not selected
Memsource / Phrase Evaluated, not selected
VO talent agencies Per-region (US, UK, Latam, Brazil, EU, JP, KR, CN, TW)
Cinedubs Cinematic VO recording
Studio Network Solutions VO file storage
Linguistic QA Per-language testing partner

19. Esports / Broadcast Toolkit#

Dependency Used for
OBS Studio Default broadcaster tool
vMix Broadcast switcher
NDI Multi-camera networked video
Challonge API Bracket management
Smash.gg / Start.gg API Bracket management
Tonari / Restream Multi-platform restreaming
Twitch API Twitch Drops, polls, extensions
YouTube API Live stream metadata
Bilibili API China region streaming
Custom V4 Spectator First-party broadcast HUD

20. Testing Tooling#

Dependency Used for
Gauntlet End-to-end automation
FunctionalTesting Per-feature in-engine automation
AutomationController CI test orchestration
TestFairy / TestFlight Beta distribution
HockeyApp Optional beta distribution
TestRail Test-case management
JIRA Bug tracking
Linear Optional alternative
Playwright Web (marketing site, spectator portal) e2e
Vitest TypeScript unit tests (tools, services)
Rust nextest / cargo test Backend services
AFL / fuzzers Backend ingest fuzzing
Static analyzers (clang-tidy, PVS-Studio) C++ linting

21. Marketing Site Stack#

Dependency Used for
Next.js Marketing site framework
TypeScript Default language
TailwindCSS Styling
Vercel Hosting
Contentful CMS for news, roadmap, esports calendar
Strapi Optional CMS alternative
Algolia Search
Cloudflare Pages Optional alternative hosting

22. Live Service Operations#

Dependency Used for
PagerDuty On-call alerting
Opsgenie Optional alternative
Statuspage.io Public status communication
Sentry Error reporting
Datadog Optional unified observability
Grafana Loki Log aggregation
Zendesk Customer-support ticketing
Intercom Optional alternative
Discord Community channel
Twitter / X / Bluesky / Threads Community communication
Reddit moderation Subreddit moderation

23. Security, Secrets, Code Signing#

Dependency Used for
Vault (HashiCorp) Secrets management
GCP KMS Encryption keys
AWS KMS (backup) DR encryption keys
Authenticode Windows signing
Apple Notarisation macOS / iOS
Android Play Signing Android
Console signing Per-platform signing flows
Snyk / Dependabot Dependency vulnerability scanning
GitGuardian Secret leak detection
CodeQL Static analysis
Semgrep Pattern-based static analysis

24. Internal V4 Modules & Plugins#

Engine modules and plugins owned by the V4 team (the "internal" set). Each entry is planned until its first-referencing TODO creates it.

Module / Plugin First reference State
V4Core §3.1 planned
V4Gameplay §3.2 planned
V4Tactical §3.3 planned
V4Stealth §3.4 planned
V4Tactics §3.5 planned
V4ActionRPG §3.6 planned
V4RTS §3.7 planned
V4Arcade §3.8 planned
V4Perception §3.9 planned
V4Crowd §3.10 planned
V4Schedules §3.11 planned
V4Animation §3.12 planned
V4Input §3.13 planned
V4Netcode §3.14 planned
V4Modes §3.15 planned
V4UI §3.16 planned
V4Audio §3.17 planned
V4VFX §3.18 planned
V4Cinematics §3.19 planned
V4Persistence §3.20 planned
V4OnlineServices §3.21 planned
V4Telemetry §3.22 planned
V4Editor §3.23 planned
V4Vehicles §3.24 planned
V4Procgen §3.25 planned
V4LevelOps §3.26 planned
V4Tests §3.27 planned
V4Mode_Tactical_RavenShield §15 planned
V4Mode_Tactical_R6Modern §16 planned
V4Mode_Tactical_CoDCampaign §17 planned
V4Mode_Tactical_CoDMultiplayer §18 planned
V4Mode_Tactical_CoDWarzone §19 planned
V4Mode_Stealth_SplinterCell §20 planned
V4Mode_Stealth_SpiesVsMercs §21 planned
V4Mode_Stealth_Hitman §22 planned
V4Mode_Stealth_ContractsAuthor §23 planned
V4Mode_RTST_Commandos §24 planned
V4Mode_RTST_Desperados §25 planned
V4Mode_ARPG_Wukong §26 planned
V4Mode_ARPG_BossRush §27 planned
V4Mode_RTS_Asymmetric §28 planned
V4Mode_RTS_Historical §29 planned
V4Mode_RTS_TowerDefense §30 planned
V4Mode_Arcade_Contra §31 planned
V4Mode_Arcade_BossGauntlet §32 planned
V4Mode_SpecOps_Coop §33 planned
V4Mode_Roguelike_TacticalCampaign §34 planned
V4Mode_HordeDefense §35 planned
V4Mode_Editor_Mission §36 planned
V4Mode_Editor_Workshop §37 planned
V4Mode_Replay §38 planned
V4Mode_Spectator §39 planned
V4Mode_Training_Range §40 planned
V4Mode_Lobby_BattleHub §41 planned
V4Tools_AssetLinter §1 planned
V4Tools_DataLinter §1 planned
V4Tools_LocLinter §18 planned
V4Tools_PerceptionCalibrator §11 planned
V4Tools_ScheduleEditor §10 planned
V4Tools_VisionConeEditor §11 planned

25. Procedural Generation (PCG)#

Dependency Used for
UE5 PCG framework V4Procgen foundation
Houdini Engine Optional: high-fidelity per-mission decoration
Houdini PCG plugin Optional: Houdini interop
WaveFunctionCollapse Optional: chunk constraint solver
Custom V4Procgen DSL Internal: per-cell PCG graph authoring

26. Crowd / Mass Entity#

Dependency Used for
MassEntity (UE5) Default ECS for crowd
MassAI Crowd path-following
MassNavigation Crowd navigation
MassMovement Crowd movement
MassSignals Inter-NPC signals (panic propagation)
MassReplication Multiplayer crowd replication
MassActors Hero NPCs (with full Actor representation)

27. 2D Engine Stack (Paper2D)#

Dependency Used for
Paper2D Default 2D framework
PaperFlipbook Sprite animation
PaperTileMap Stage authoring
Niagara 2D module 2D projectile effects
Custom 2D shader Pixel-art aware filtering
Aseprite Pixel-art authoring
PiskelApp Optional alternative
TexturePacker Sprite-sheet packing
CrazyBump Optional normal-map generation

28. RTS Pathfinding & Flow-Fields#

Dependency Used for
A* Pathfinding Default per-unit pathfinding
Flow-field pathing Group movement of 50+ units
Recast / Detour Navmesh
Custom RTS pathfinder V4RTS deterministic A*
Fixed-point math lib Determinism for lockstep
Deterministic RNG Splitmix64 or xoshiro256** seeded per-match

29. Voice / Speech-to-Text / Text-to-Speech#

Dependency Used for
WebRTC Voice transport
Opus Voice codec
Whisper (server) Voice transcription for moderation
AWS Transcribe Optional alternative
Google Speech-to-Text Optional alternative
Azure Speech Optional alternative
ElevenLabs Optional alternative for synthesized commentary
AI commentary generator Internal (Calliope pattern from V1)

30. Companion App#

Dependency Used for
React Native Cross-platform mobile framework
TypeScript Default language
Expo Optional dev framework
Apollo Client GraphQL client
Sentry Error reporting
Apple App Store iOS distribution
Google Play Store Android distribution
FCM / APNs Push notifications
Lottie Animations

31. Spectator Portal#

Dependency Used for
Next.js Spectator portal framework
TypeScript Default language
WebTransport / WebRTC Real-time data + video
HLS Recorded match playback
Three.js 3D battle replay visualization
D3.js Stats visualization
TailwindCSS Styling

32. Internal Oshun Cross-Domain Dependencies#

V4 inherits a number of subsystems from the broader Oshun monorepo. Each entry below is current (the V1 implementation exists) unless flagged otherwise.

Oshun Domain What V4 Uses It For State
Aja Crypto-payment substrate for in-game economy (where market permits) current
Calliope AI-generated commentary for end-of-match reels current
Iris Identity & memory bridge for cross-cell operator persistence current
Isis Governed generation for community content moderation (mods, contracts) current
Lilith Persona policy + crisis-aware behavior for community speech moderation current
Metis Educational tooltips in tutorial / training modes current
Nyx Day/night cycle astronomy data for accurate map skyboxes (where relevant) current
Psyche Voice synthesis for AI-generated commentary current
Saraswati Optional: AI artist persona for in-game radio stations planned
Sophia Grounded answers in tutorial / training modes current
Tara Mindfulness tooling for accessibility (e.g., panic-cool-down screens) current
Themis Adjudication for community content disputes (mod takedowns) current
Veritas Fact-checking for in-game lore / historical RTS accuracy current
Yemaya Rendering substrate for marketing / trailer cinematics (non-realtime) current
Aje Crypto-payment substrate (revenue share for community creators) current
Hathor Optional: accessibility audio cues / synaesthetic alerts current
Bellona Optional: combat-mechanic AI advisor for designers current
Arete Crew weekly-review patterns for esports team self-review current

V4 deliberately reuses Oshun cross-domain infrastructure rather than duplicating it. Cross-references in V4_TODOS.md make the reuse explicit (e.g., iris§42 to reference an Iris-domain pattern).

Provider-boundary audit (2026-07-27): @v4/metis-training-bridge is the executable Metis boundary for the Training Range. It admits exact released publication and lesson records through @metis/game-bridge-contract, including Sophia-owned source-of-record grounding, rights/provenance, learner disclosure, accessibility, fallback, and media-integrity checks. The bridge produces a deterministic cook-time manifest only; it does not establish a cooked Unreal consumer or authorize runtime learning from gameplay signals.