This manifest mirrors V4/ue/V4.uproject and V4/V4_ARCHITECTURE.md Module
Split. Unreal source modules live under V4/ue/Source/<ModuleName>/; the
primary game module remains V4/ue/Source/V4/.
| Module | Type | Loading phase | Dependencies | Purpose |
|---|---|---|---|---|
| V4 | Runtime | Default | Core, CoreUObject, Engine, GameplayTags, InputCore | Primary game module and bootstrap surface for the V4 UE project. |
| V4Core | Runtime | Default | Core, CoreUObject, Engine, InputCore, Slate, SlateCore | Engine subsystems, save-game orchestration, tag registry integration, and dev-only cheats. |
| V4Gameplay | Runtime | Default | Core, CoreUObject, Engine, V4Core, GameplayAbilities, GameplayTags, GameplayTasks | GAS ability system component, attributes, gameplay effects, and match state. |
| V4Tactical | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Animation, V4Input, EnhancedInput, GameplayAbilities, GameplayTags | Tactical FPS aiming, recoil, stance, cover, gadgets, revive, and weapon attachments. |
| V4Stealth | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Perception, GameplayAbilities, GameplayTags | Realtime stealth systems for light, sound, body-drag, disguise, gadgets, and mark-execute. |
| V4Tactics | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Perception, V4Schedules, GameplayAbilities | Realtime tactics party control, command queues, showdown mode, and vision cones. |
| V4ActionRPG | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Animation, GameplayAbilities, GameplayTags | Action RPG combat systems for stamina, posture, parry, dodge, transformations, charms, and spells. |
| V4RTS | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Netcode, GameplayAbilities, GameplayTags | RTS economy, build, production, fog, tech tree, pathfinding, age-up, and wonder systems. |
| V4Arcade | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Animation, GameplayAbilities, Paper2D | 2D run-and-gun side-scroll camera, pickups, power-ups, lives, platforms, and ladders. |
| V4Perception | Runtime | Default | Core, CoreUObject, Engine, V4Core, AIModule, NavigationSystem | Unified NPC sight, sound, suspicion, faction recognition, decay, and alert propagation. |
| V4Crowd | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Perception, MassEntity, MassNavigation, MassAIBehavior, MassMovement, MassReplication, MassSignals | Hitman-style crowds, population tiers, panic propagation, disguise checks, and tick budgeting. |
| V4Schedules | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Crowd, V4Perception | NPC daily routines, patrol graph assets, schedule runtime, hooks, and deterministic schedule clocks. |
| V4Animation | Runtime | Default | Core, CoreUObject, Engine, V4Core, AnimGraphRuntime, PoseSearch, Mover, Chooser, MotionWarping | Animation blueprints, motion matching via PoseSearch, chooser tables, IK, retargeting, and MetaHuman glue. |
| V4Input | Runtime | Default | Core, CoreUObject, Engine, V4Core, EnhancedInput | Enhanced Input routing, input mapping context stack, cover-stick, tac-map cursor, and motion parser. |
| V4Netcode | Runtime | Default | Core, CoreUObject, Engine, V4Core, NetworkPrediction, Iris, OnlineSubsystem, ReplicationGraph | Server authority, lag compensation, RTS lockstep, rollback-emulated prediction, and replication bands. |
| V4Modes | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, ModularGameplay, GameFeatures | Mode registry, transitions, GameFeature activation, routing, and quick-play playlist runner. |
| V4UI | Runtime | Default | Core, CoreUObject, Engine, V4Core, UMG, CommonUI, ModelViewViewModel | CommonUI front-end shell, MVVM registry, focus graphs, menus, settings, social UI, and per-cell HUDs. |
| V4Audio | Runtime | Default | Core, CoreUObject, Engine, V4Core, MetasoundEngine, AudioModulation, AudioGameplayVolume | Runtime audio bootstrap, music stacks, voice barks, foley, spatial audio bridge, and MetaSound patches. |
| V4VFX | Runtime | Default | Core, CoreUObject, Engine, V4Core, Niagara | Niagara VFX dispatch, muzzle flash, decals, debris, weather, combat VFX, projectiles, and LOD buckets. |
| V4Cinematics | Runtime | Default | Core, CoreUObject, Engine, V4Core, MovieScene, Sequencer, MovieRenderPipelineCore | Sequencer-driven cinematics, slow motion, camera-language presets, tracks, and render-pipeline templates. |
| V4Persistence | Runtime | Default | Core, CoreUObject, Engine, V4Core, Serialization | Save games, profile, currency ledger, contract progress, replay storage, sync, versioning, and migration. |
| V4OnlineServices | Runtime | Default | Core, CoreUObject, Engine, V4Core, OnlineSubsystem, OnlineServicesInterface, OnlineServicesCommon, EOSShared | Login, friends, parties, matchmaking, sessions, leaderboards, replay upload, and presence. |
| V4Telemetry | Runtime | Default | Core, CoreUObject, Engine, V4Core, HTTP, Json | Batched telemetry queue, event schema serialization, offline retry, opt-out, and secure transport. |
| V4Vehicles | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, ChaosVehicles | Shared vehicles, helo, snowmobile, humvee, tank, cargo truck, horse, boats, submarine, mounts, and damage. |
| V4Procgen | Runtime | Default | Core, CoreUObject, Engine, V4Core, PCG | Procedural mission generation, PCG graphs, chunk constraints, playability validation, determinism, and daily seeds. |
| V4LevelOps | Runtime | Default | Core, CoreUObject, Engine, V4Core, V4Schedules | Environmental-kill graph, story-script glue, trigger systems, and crowd-density profiles. |
| V4Tests | DeveloperTool | Default | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Tactical, V4Stealth, V4Tactics, V4ActionRPG, V4RTS, V4Arcade, V4Animation, V4Input, V4Netcode, V4Modes, V4UI, V4Audio, V4VFX, V4Cinematics, V4Persistence, V4OnlineServices, V4Telemetry, V4Vehicles, V4Procgen, V4LevelOps, V4Perception, V4Crowd, V4Schedules, GameplayAbilities, GameplayTags, Gauntlet, FunctionalTesting | Automation specs, Gauntlet drivers, golden replay harnesses, and feel-test scaffolding. |
| V4Editor | Editor | PostEngineInit | Core, CoreUObject, Engine, V4Core, V4Schedules, V4Tactical, InputCore, UnrealEd, EditorSubsystem, EditorScriptingUtilities, ToolMenus, Slate, SlateCore | Mission editor, contract authoring, schedule tools, recoil inspection, RTS map editing, and 2D stage editing. |