Tactical Action · Guides & deep dives

V4 Unreal Modules

A guides & deep dives document in the Tactical Action library.

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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.