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:
- What is it — one sentence on the dependency itself.
- Where does V4 use it — the V4 features or TODOS sections that need it.
- 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:
§40 → V4_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#
- Engine Version
- First-Party UE Plugins
- Third-Party UE Plugins
- Audio Middleware
- Animation & Mocap Pipeline
- Physics, Cloth, Hair, Destruction
- Rendering & Post-Process
- Networking & Lockstep
- 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 Site Stack
- Live Service Operations
- Security, Secrets, Code Signing
- Internal V4 Modules & Plugins
- Procedural Generation (PCG)
- Crowd / Mass Entity
- 2D Engine Stack (Paper2D)
- RTS Pathfinding & Flow-Fields
- Voice / Speech-to-Text / Text-to-Speech
- Companion App
- Spectator Portal
- 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) |
| 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 |
| 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 |
| 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.