# V5 — Dependency Registry (Open-World Narrative Universe, Unreal Engine 5)

> **Scope:** Dependencies that V5 launch depends on — engine version, plugins,
> middleware, third-party SDKs, infrastructure services, platform SDKs, build
> tooling, and internal packages on the V5 critical path. **Companion docs:**
> [`V5/V5_features.md`](./V5_features.md), [`V5/V5_TODOS.md`](./V5_TODOS.md),
> [`V5/V5_ARCHITECTURE.md`](./V5_ARCHITECTURE.md). **Date:** 2026-05-15

## Purpose

This file is the V5-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 V5 use it** — the V5 features or TODOS sections that need it.
3. **How is it wired** — version source, plugin path, target platform.

Pinned versions will live in `V5/ue/V5.uproject`, each plugin's `*.uplugin`,
each `*.Build.cs`, and the per-platform configs in `V5/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 V5 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 V5 docs, including this file, **bare `§N` and `§N.M` references
resolve to `V5_TODOS.md`** (the canonical backlog). Explicit doc prefixes are
used where ambiguity matters:

- `§40` → `V5_TODOS.md` §40.
- `deps§14` → this file's §14.
- `arch§"<anchor>"` → `V5_ARCHITECTURE.md` by section anchor.
- `features§"<anchor>"` → `V5_features.md` by section anchor.

## Table of Contents

1. [Engine Version](#1-engine-version)
2. [First-Party UE Plugins](#2-first-party-ue-plugins)
3. [Third-Party UE Plugins](#3-third-party-ue-plugins)
4. [Audio Middleware](#4-audio-middleware)
5. [Animation & Mocap Pipeline](#5-animation--mocap-pipeline)
6. [Physics, Cloth, Hair, Destruction](#6-physics-cloth-hair-destruction)
7. [Rendering & Post-Process](#7-rendering--post-process)
8. [Networking & Replication](#8-networking--replication)
9. [Online Services Provider](#9-online-services-provider)
10. [Anti-Cheat](#10-anti-cheat)
11. [Platform SDKs](#11-platform-sdks)
12. [Build & Distributed Compile](#12-build--distributed-compile)
13. [Source Control](#13-source-control)
14. [Data Authoring & ETL](#14-data-authoring--etl)
15. [Telemetry & Analytics](#15-telemetry--analytics)
16. [Cloud Backend Services](#16-cloud-backend-services)
17. [Anti-Spam, Moderation, ML](#17-anti-spam-moderation-ml)
18. [Localization & VO](#18-localization--vo)
19. [Esports / Broadcast Toolkit](#19-esports--broadcast-toolkit)
20. [Testing Tooling](#20-testing-tooling)
21. [Marketing Site Stack](#21-marketing-site-stack)
22. [Live Service Operations](#22-live-service-operations)
23. [Security, Secrets, Code Signing](#23-security-secrets-code-signing)
24. [Internal V5 Modules & Plugins](#24-internal-v5-modules--plugins)
25. [Procedural Generation (PCG)](#25-procedural-generation-pcg)
26. [Crowd / Mass Entity](#26-crowd--mass-entity)
27. [Vehicle / ChaosVehicles](#27-vehicle--chaosvehicles)
28. [Voice / Speech-to-Text / Text-to-Speech](#28-voice--speech-to-text--text-to-speech)
29. [Companion App](#29-companion-app)
30. [Spectator Portal](#30-spectator-portal)
31. [Newtonian Spaceship Physics Stack](#31-newtonian-spaceship-physics-stack)
32. [MotionScan Face-Capture Stack](#32-motionscan-face-capture-stack)
33. [Mind Palace Cloud-Sync](#33-mind-palace-cloud-sync)
34. [Internal Oshun Cross-Domain Dependencies](#34-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                                                  |

V5's UE 5.5 LTS choice matches V2, V3, and V4 — Oshun's four 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 `V5.uproject` Plugins list. The full inventory is large; the table
below covers every plugin V5 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 V5 for                                               |
| ---------------------------- | ------------------------------------------------------------ |
| **GameplayAbilities (GAS)**  | Combat spine, abilities, attributes, effects (`V5Gameplay`)  |
| **EnhancedInput**            | Input mappings, IMCs, dialogue wheel cursor (`V5Input`)      |
| **CommonUI**                 | Front-end shell, input-style routing, focus graph (`V5UI`)   |
| **ModelViewViewModel**       | HUD attribute binding (`V5UI`)                               |
| **MotionWarping**            | Takedown / hijack / boarding alignment to NPC / ship         |
| **AnimationWarping**         | Foot lock, stride warping for traversal modes                |
| **MotionMatching**           | Open-world roaming, traversal, horse-ride, zero-G locomotion |
| **Mover (2.0)**              | Replacement for CMC in exploration modes                     |
| **ChooserTable**             | Hit-reaction selection, takedown variant selection           |
| **Niagara**                  | Muzzle, blood, debris, VFX, weather, signs FX                |
| **GeometryScripting**        | Procedural map building (PCG-augmented)                      |
| **ProceduralMeshComponent**  | Editor stage building                                        |
| **ChaosCloth**               | Costume cloth, period-correct clothing, witcher's cape       |
| **ChaosFlesh**               | Hunter cell gore for cinematic finishers (mild)              |
| **ChaosDestruction**         | Vehicle deformation, building damage, ship hull penetration  |
| **ChaosVehicles**            | Drivable vehicles across all eras                            |
| **MetaSound**                | Native audio runtime                                         |
| **MetaHuman**                | Principals + composed-mesh NPCs                              |
| **WorldPartition**           | Open-world streaming                                         |
| **DataLayers**               | Era-bundle swap for period cell, faction-state in sci-fi     |
| **Sequencer**                | Cinematics, mocap playback, MotionScan tell-take playback    |
| **PCG (Procedural Content)** | Side-quest generation, random encounters, city decoration    |
| **MassEntity**               | Pedestrian density, traffic, station crowds                  |
| **MoveLocators**             | NPC schedule path-finding                                    |
| **Lumen**                    | Global illumination                                          |
| **Nanite**                   | Virtualized geometry                                         |
| **VirtualShadowMaps**        | Shadow rendering                                             |
| **Iris (NetDriver v2)**      | Open-world replication (`V5Netcode`)                         |
| **GameFeatures**             | Per-mode plugin enablement                                   |
| **GameplayCameras**          | Per-cell camera authoring                                    |
| **AudioGameplayVolumes**     | Spatialized music + reverb                                   |

## 3. Third-Party UE Plugins

| Plugin                           | Version     | Used by V5 for                                 | State       |
| -------------------------------- | ----------- | ---------------------------------------------- | ----------- |
| **Wwise / FMOD (alt)**           | n/a         | NOT used; we standardize on MetaSounds         | excluded    |
| **Houdini Engine**               | 20.x        | PCG asset baking from Houdini for environments | external    |
| **SpeedTree**                    | 9.x         | Foliage authoring for hunter + frontier        | external    |
| **Substance Painter / Designer** | 2025.x      | Texturing pipeline                             | external    |
| **Easy Anti-Cheat**              | n/a         | Anti-cheat (deps§10)                           | external    |
| **MetaHuman Animator**           | latest      | Face capture / facial-tell pipeline            | first-party |
| **Live Link Face**               | latest      | iPhone face-capture for additional takes       | first-party |
| **PerforceSourceControl**        | first-party | Helix Core integration                         | first-party |

## 4. Audio Middleware

V5 standardizes on **MetaSounds** as the runtime audio system. No third- party
middleware (no Wwise / FMOD). The choice is documented in
`V5/docs/decisions/0019-metasounds-only.md` (planned ADR).

| Middleware                 | Used for                                                         |
| -------------------------- | ---------------------------------------------------------------- |
| **MetaSounds**             | Runtime audio: dynamic music, period radio, vehicle audio, foley |
| **Audiokinetic / Wwise**   | NOT used                                                         |
| **FMOD Studio**            | NOT used                                                         |
| **Dolby Atmos**            | Spatial mix per platform (PS5 / Xbox)                            |
| **Sony 360 Reality Audio** | Spatial mix on PS5                                               |
| **Steam Audio**            | Binaural HRTF on PC / VR                                         |
| **Pro Tools / Nuendo**     | DAW for VO + post-production (external)                          |
| **iZotope RX**             | VO post-processing (external)                                    |

## 5. Animation & Mocap Pipeline

| Dependency                | Notes                                                 |
| ------------------------- | ----------------------------------------------------- |
| **MotionBuilder**         | Mocap solve + retarget                                |
| **Maya**                  | Cinematic shot authoring + rigging                    |
| **Blender**               | Quadruped + alien-creature rigging                    |
| **MetaHuman Animator**    | Face capture for principals                           |
| **Live Link Face**        | iPhone-based face capture for additional takes        |
| **Mocap Studios**         | 4 studios — LA, London, Vancouver, Tokyo              |
| **Face Capture Stage**    | 12-camera MetaHuman face stage (LA)                   |
| **FACS Calibration Tool** | Custom V5 tool for per-actor 16-hour FACS calibration |
| **Vicon / OptiTrack**     | Optical mocap (per studio choice)                     |
| **Xsens (inertial)**      | Limited use for travel scenes                         |
| **iPi Soft**              | Markerless mocap for noise-recording sessions         |

## 6. Physics, Cloth, Hair, Destruction

| Dependency                  | Used for                                                    |
| --------------------------- | ----------------------------------------------------------- |
| **Chaos (UE 5.5)**          | Rigid body, vehicles, destruction (all cells)               |
| **ChaosCloth**              | Period-correct clothing, witcher cape, ship-suit gloves     |
| **ChaosHair**               | Principal-grade hair, beard, fur (animals + monsters)       |
| **ChaosDestruction**        | Vehicle deformation, building damage, ship hull penetration |
| **ChaosVehicles**           | Drivable vehicles across eras                               |
| **PhysX 5 (legacy)**        | Compatibility for older asset pipelines                     |
| **Newtonian Custom Solver** | V5Spaceship-specific solver for hard-sci-fi ship physics    |

## 7. Rendering & Post-Process

| Dependency                          | Used for                                                    |
| ----------------------------------- | ----------------------------------------------------------- |
| **Lumen**                           | Global illumination                                         |
| **Nanite**                          | Virtualized geometry — every era's terrain and architecture |
| **Virtual Shadow Maps**             | Shadow rendering                                            |
| **DLSS / FSR / XeSS / MetalFX**     | Upscalers per platform                                      |
| **TSR (Temporal Super Resolution)** | UE5 native upscaler                                         |
| **PostProcess Volume**              | Per-cell color grading; period film-stock LUTs              |
| **MovieRenderQueue**                | Pre-rendered cinematics (4K master)                         |

## 8. Networking & Replication

| Dependency                          | Used for                                           |
| ----------------------------------- | -------------------------------------------------- |
| **Iris NetDriver V2**               | Open-world replication                             |
| **Steam Datagram Relay (SDR)**      | Steam-version dedicated relays                     |
| **PlayStation Network Multiplayer** | PSN matchmaking on PS5 / PS5 Pro                   |
| **Xbox Live**                       | Matchmaking on XSX / XSS                           |
| **Nintendo Switch Online**          | Switch 2 multiplayer (limited cell scope)          |
| **AWS GameLift**                    | Cross-platform game-server hosting                 |
| **Azure PlayFab**                   | Multiplayer matchmaking augment for cross-platform |
| **Rollback Custom Stack**           | V5Netcode-specific 8-frame rollback for twitch PvP |

## 9. Online Services Provider

V5 uses a hybrid first-party + GameLift backend.

| Service                    | Provider                                                                |
| -------------------------- | ----------------------------------------------------------------------- |
| **Auth (OAuth + JWT)**     | Self-hosted (NestJS) + per-platform identity (PSN / Xbox / Steam / NSO) |
| **Friends graph**          | Self-hosted; per-platform import                                        |
| **Parties**                | Self-hosted                                                             |
| **Matchmaking**            | GameLift + self-hosted MMR per cell                                     |
| **Leaderboards**           | Self-hosted; ClickHouse-backed                                          |
| **Replays**                | S3 (region-specific) + signed URL distribution                          |
| **Anti-Cheat**             | EAC (Easy Anti-Cheat by Epic)                                           |
| **Telemetry ingestion**    | Kafka → ClickHouse → Grafana                                            |
| **Crash reporting**        | Sentry-equivalent self-hosted (PII-scrubbing)                           |
| **Mind Palace cloud-sync** | Self-hosted gRPC service                                                |
| **Workshop**               | Self-hosted file-store + curation pipeline                              |
| **DSAR / Compliance**      | Self-hosted; integrates with profile DB                                 |
| **Live-Service Calendar**  | Self-hosted; pushes to client via CDN                                   |
| **Balance Ledger**         | Self-hosted; append-only event log                                      |
| **Faction-rep**            | Self-hosted; per-account-id ledger                                      |

## 10. Anti-Cheat

| Dependency                | Used for                                                              |
| ------------------------- | --------------------------------------------------------------------- |
| **Easy Anti-Cheat (EAC)** | Kernel-level on Windows; userland on Mac / Linux / consoles           |
| **Custom signal layer**   | Server-side aim plausibility, aimbot detection, wall-hack, speed-hack |
| **ML classifier**         | TensorFlow Lite-based; runs on telemetry stream                       |
| **Appeal flow**           | Companion-app-driven; 3-strike system                                 |

## 11. Platform SDKs

| Platform                   | SDK Version  | Notes                                            |
| -------------------------- | ------------ | ------------------------------------------------ |
| **Windows**                | n/a          | Win32 + DirectX 12; Steam (Steamworks SDK 1.59+) |
| **macOS**                  | Xcode 16     | Apple Silicon (M3+) primary; Intel deprecated    |
| **Linux**                  | clang 16+    | Steam Deck primary target via Proton             |
| **PlayStation 5**          | latest LIBPS | Trophies, DualSense haptics, 360 audio           |
| **PlayStation 5 Pro**      | latest LIBPS | Same as PS5 + Pro mode                           |
| **Xbox Series X**          | GDK latest   | Smart Delivery, Achievements, Quick Resume       |
| **Xbox Series S**          | GDK latest   | Memory-budget profile                            |
| **Switch 2**               | NDK latest   | Joy-Con motion, console-mode + handheld          |
| **iPad Pro M3+**           | iPad SDK     | Touch + ProMotion 120Hz                          |
| **Cloud (PixelStreaming)** | n/a          | Browser + TV variant where contract permits      |

## 12. Build & Distributed Compile

| Dependency                | Used for                                 |
| ------------------------- | ---------------------------------------- |
| **UnrealBuildTool (UBT)** | C++ build                                |
| **UnrealAutomationTool**  | Cooking + packaging                      |
| **Horde Build (Epic)**    | Distributed compile + cook farm          |
| **Incredibuild**          | Optional distributed compile alternative |
| **AWS CodeBuild**         | CI orchestration                         |
| **Buildkite**             | Build pipeline tooling                   |
| **MSVC / Clang / Linker** | Toolchains per platform                  |
| **UnrealPak Iterative**   | Chunked patching                         |

## 13. Source Control

| Dependency                | Used for                                                  |
| ------------------------- | --------------------------------------------------------- |
| **Git (this repo)**       | Code, configs, design docs, balance data                  |
| **Helix Core (Perforce)** | Binary assets (`V5/ue/Content/`)                          |
| **Helix Swarm**           | Asset review                                              |
| **Git LFS**               | Limited use for small binary configs (NOT for asset bulk) |

## 14. Data Authoring & ETL

| Tool                      | Used for                              |
| ------------------------- | ------------------------------------- |
| **DataTable Editor**      | UDataTable authoring                  |
| **Yaml / TOML**           | Mission, dialogue, recipe authoring   |
| **Python**                | Authoring tools (`tools/`)            |
| **TypeScript**            | Online services backend               |
| **Excel / Google Sheets** | Balance spreadsheets (export via CSV) |
| **dbt**                   | Telemetry transformations             |
| **Pandas**                | Balance validation                    |
| **ClickHouse**            | Telemetry warehouse                   |
| **Kafka**                 | Telemetry ingestion stream            |

## 15. Telemetry & Analytics

| Dependency                | Used for                                     |
| ------------------------- | -------------------------------------------- |
| **Self-hosted ingestion** | TypeScript edge service → Kafka → ClickHouse |
| **Grafana**               | Dashboards                                   |
| **Prometheus**            | Infrastructure metrics                       |
| **OpenTelemetry**         | Tracing                                      |
| **TypeBox**               | Schema validation                            |
| **Sentry-equivalent**     | Crash reporting (PII-scrubbed; self-hosted)  |

## 16. Cloud Backend Services

| Service                 | Provider                                                                  |
| ----------------------- | ------------------------------------------------------------------------- |
| **Compute**             | AWS (multi-region: us-east, us-west, eu-west, ap-northeast, ap-southeast) |
| **Game servers**        | AWS GameLift                                                              |
| **Storage**             | S3 (replays, profile blobs)                                               |
| **Object delivery**     | CloudFront (CDN)                                                          |
| **Relational DB**       | RDS Postgres                                                              |
| **Cache**               | ElastiCache Redis                                                         |
| **Telemetry warehouse** | ClickHouse on EKS                                                         |
| **Kubernetes**          | EKS                                                                       |
| **Message queue**       | Kafka (MSK)                                                               |
| **Observability**       | Grafana / Loki / Tempo                                                    |
| **Secrets**             | AWS KMS + Secrets Manager                                                 |
| **CN data residency**   | Alibaba Cloud region for CN users                                         |

## 17. Anti-Spam, Moderation, ML

| Dependency                   | Used for                                     |
| ---------------------------- | -------------------------------------------- |
| **OpenAI-compatible API**    | ML pre-screen for workshop content (planned) |
| **TensorFlow Lite**          | On-device ML for anti-cheat classifier       |
| **Perspective API (Google)** | In-chat toxicity scoring (optional)          |
| **Custom NSFW classifier**   | Workshop content pre-screen                  |
| **Human review queue**       | Self-hosted; tier-1 / tier-2 escalation      |

## 18. Localization & VO

| Dependency                    | Used for                                                                |
| ----------------------------- | ----------------------------------------------------------------------- |
| **UE Localization Dashboard** | Translation workflow                                                    |
| **MemoQ / Trados**            | Translator-facing CAT tooling                                           |
| **VO casting agencies**       | 4 outsourced (LATAM, BR, KR, CN); LA / London / Tokyo in-house          |
| **Lipsync tool**              | OVR LipSync + JALI (planned for languages without principal-grade sync) |
| **iZotope RX**                | VO post-processing                                                      |
| **Pro Tools**                 | DAW                                                                     |

## 19. Esports / Broadcast Toolkit

| Dependency                          | Used for                             |
| ----------------------------------- | ------------------------------------ |
| **OBS Studio (custom build)**       | Streamer integration                 |
| **vMix**                            | Broadcast control room               |
| **NDI**                             | Network video streaming              |
| **SRT**                             | Low-latency streaming                |
| **Twitch / YouTube SDKs**           | Live integration                     |
| **OBS Plugin (V5 broadcast tools)** | Custom plugin for scoreboard overlay |

## 20. Testing Tooling

| Dependency                  | Used for                       |
| --------------------------- | ------------------------------ |
| **UE Automation Framework** | Unit + automation tests        |
| **Gauntlet**                | Long-running integration tests |
| **Python (pytest)**         | Service contract tests         |
| **Playwright**              | Marketing site E2E             |
| **Bugzilla / Jira**         | Bug tracking                   |
| **TestRail**                | Test case management           |
| **Lokalise**                | Localization QA                |

## 21. Marketing Site Stack

| Dependency              | Used for                  |
| ----------------------- | ------------------------- |
| **Next.js (15+)**       | Marketing site framework  |
| **React (19+)**         | UI library                |
| **TypeScript**          | Type-safe code            |
| **Tailwind CSS**        | Styling                   |
| **shadcn/ui**           | Component primitives      |
| **Framer Motion**       | Animations                |
| **Sanity / Contentful** | CMS for editorial content |
| **Algolia**             | Wiki search               |

## 22. Live Service Operations

| Dependency                 | Used for                           |
| -------------------------- | ---------------------------------- |
| **Statsig / LaunchDarkly** | Feature flagging + balance hot-fix |
| **Looker / Tableau**       | Live-service dashboards            |
| **Customer.io**            | Push notifications (companion app) |
| **Zendesk / Intercom**     | Customer support                   |
| **Discord SDK**            | Optional Discord integration       |

## 23. Security, Secrets, Code Signing

| Dependency           | Used for                              |
| -------------------- | ------------------------------------- |
| **AWS KMS**          | Secret management                     |
| **HashiCorp Vault**  | Optional secret-rotation              |
| **Per-platform PKI** | Code signing per platform             |
| **TLS 1.3**          | All client-server traffic             |
| **Oodle Kraken**     | Save / patch compression (high ratio) |

## 24. Internal V5 Modules & Plugins

The full internal module list lives in arch§"Module Split" and the GameFeatures
plugin catalog in features§"Game-Feature Plugins (modular, hot-swap)". A summary
of the 47 internal modules and 28 plugin manifests is provided below.

**Engine modules (47):**

V5Core, V5Gameplay, V5Open, V5Vehicles, V5Combat, V5Melee, V5Investigation,
V5Interrogation, V5MindPalace, V5Dialogue, V5Squad, V5StarMap, V5Spaceship,
V5Alchemy, V5Signs, V5MonsterHunt, V5DeadEye, V5Honor, V5Hunting, V5Crowd,
V5Wanted, V5Heist, V5PeriodAuth, V5FaceCapture, V5Karaoke, V5CardGame,
V5RadioTV, V5HorseAI, V5Parkour, V5LockpickHack, V5Schedules, V5Animation,
V5Input, V5Netcode, V5Modes, V5UI, V5Audio, V5VFX, V5Cinematics, V5Persistence,
V5OnlineServices, V5Telemetry, V5Editor, V5Procgen, V5Hub, V5Perception,
V5Tests.

**GameFeatures plugins (28):**

V5Mode_Urban_HeistCity, V5Mode_Urban_StreetTriad, V5Mode_Urban_Online,
V5Mode_Period_MadeMan, V5Mode_Period_ViceSquad, V5Mode_Period_InterrogationKit,
V5Mode_Frontier_OutlawTrail, V5Mode_Frontier_Online, V5Mode_Hunter_WitchersPath,
V5Mode_Hunter_ContractBoard, V5Mode_Hunter_CardGame, V5Mode_SciFi_GalacticSquad,
V5Mode_SciFi_HardVacuum, V5Mode_SciFi_FleetCoop, V5Mode_Detective_MindPalace,
V5Mode_Detective_ColdCases, V5Mode_SpecOps_Coop, V5Mode_HordeDefense_PerCell,
V5Mode_Roguelike_HunterRun, V5Mode_Editor_Mission, V5Mode_Editor_HeistAuthor,
V5Mode_Editor_CaseAuthor, V5Mode_Editor_Workshop, V5Mode_Replay,
V5Mode_Spectator, V5Mode_Training_Range, V5Mode_Lobby_BureauHQ,
V5Mode_PhotoMode.

## 25. Procedural Generation (PCG)

| Dependency              | Used for                                                               |
| ----------------------- | ---------------------------------------------------------------------- |
| **UE PCG Plugin**       | Open-world decoration, side-quest layouts, encounter placement         |
| **Houdini Engine**      | Pre-baked PCG content                                                  |
| **Custom V5 PCG Tools** | Per-cell pattern libraries (talk-to-NPC, escort, hunt, scavenge, race) |

## 26. Crowd / Mass Entity

| Dependency              | Used for                                 |
| ----------------------- | ---------------------------------------- |
| **MassEntity**          | Pedestrian / NPC density                 |
| **MoveLocators**        | NPC schedule pathfinding                 |
| **CrowdAI Behavior**    | Per-cell flee / panic / report behaviors |
| **Houdini Crowd Brain** | Pre-baked crowd patterns                 |

## 27. Vehicle / ChaosVehicles

| Dependency               | Used for                            |
| ------------------------ | ----------------------------------- |
| **ChaosVehicles**        | All ground vehicles                 |
| **Custom Chaos Tunings** | Per-vehicle handling files (~280)   |
| **Helicopter Plugin**    | Modern + period helicopter handling |
| **Boat Plugin**          | Boats, ski, yacht                   |
| **Aircraft Plugin**      | Light + twin planes, sci-fi VTOL    |
| **Quadruped Locomotion** | Horse (V5HorseAI, not Chaos)        |
| **Train Plugin**         | Frontier train (heist-able)         |

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

| Dependency                       | Used for                                     |
| -------------------------------- | -------------------------------------------- |
| **OVR LipSync**                  | Real-time lipsync                            |
| **JALI**                         | Procedural lipsync for non-primary languages |
| **Whisper (self-hosted)**        | Voice-chat STT for player accessibility      |
| **Coqui TTS**                    | TTS for menus (accessibility)                |
| **In-game voice (peer-to-peer)** | Self-hosted SFU service                      |
| **Voice translation**            | Year-1 expansion only (P2)                   |

## 29. Companion App

| Dependency                   | Used for               |
| ---------------------------- | ---------------------- |
| **Swift / SwiftUI**          | iOS app                |
| **Kotlin / Jetpack Compose** | Android app            |
| **Next.js**                  | Web companion (mirror) |
| **Firebase Cloud Messaging** | Push notifications     |
| **OAuth provider**           | Same backend as game   |

## 30. Spectator Portal

| Dependency     | Used for         |
| -------------- | ---------------- |
| **Next.js**    | Spectator portal |
| **WebRTC**     | Real-time stream |
| **HLS / DASH** | Replay streaming |

## 31. Newtonian Spaceship Physics Stack

| Dependency                       | Used for                                                |
| -------------------------------- | ------------------------------------------------------- |
| **Custom Newtonian Solver**      | V5Spaceship-specific solver layered on top of PhysX     |
| **PhysX 5**                      | Underlying constraint solver                            |
| **Custom Gravity Volume System** | Per-zone gravity field (thrust-G / spin-G / zero-G)     |
| **Loose-Object Sim**             | Conservation-of-momentum prop sim (coffee-cup-on-table) |

## 32. MotionScan Face-Capture Stack

| Dependency                  | Used for                          |
| --------------------------- | --------------------------------- |
| **MetaHuman Creator**       | Principal-character face creation |
| **MetaHuman Animator**      | Face-capture solve                |
| **Custom Face Stage**       | 12-camera stage (LA studio)       |
| **FACS Calibration Tool**   | Per-actor 16-hour calibration     |
| **USD blendshape stack**    | Capture output format             |
| **Sequencer integration**   | Tell-take authoring + playback    |
| **Live Link Face (iPhone)** | Supplementary capture device      |

## 33. Mind Palace Cloud-Sync

| Dependency                   | Used for                          |
| ---------------------------- | --------------------------------- |
| **Self-hosted gRPC service** | Cross-device graph state sync     |
| **JSON Patch (RFC 6902)**    | Graph diff format                 |
| **Postgres (graph schema)**  | Backing store                     |
| **CDN delivery**             | Read-side cache for companion app |

## 34. Internal Oshun Cross-Domain Dependencies

V5 integrates with the broader Oshun monorepo where it can share investments
without compromising on the per-genre feel promise.

| Oshun Domain               | What V5 Uses                                                           |
| -------------------------- | ---------------------------------------------------------------------- |
| **shared / auth**          | Single sign-on with the rest of the Oshun ecosystem                    |
| **shared / telemetry**     | Common telemetry event schema base                                     |
| **shared / observability** | Common Grafana / Loki / Tempo deployment patterns                      |
| **isis**                   | Cosmetic pipeline (face / outfit / vehicle skins) — likeness clearance |
| **themis**                 | Originality shields (workshop content moderation reuse)                |
| **kuanyin**                | First-line moderation pipeline reuse                                   |
| **aphrodite**              | Age-gate flow + consent surfaces                                       |
| **maat**                   | Balance dashboard + finance ledger surfaces                            |
| **iris**                   | Accessibility surfaces + real-time translation (year-1)                |
| **lakshmi**                | Responsible-play + spend-insight surfaces                              |
| **metis**                  | Governed educational content for Training Range verification bays      |
| **psyche**                 | AI-director hints for adaptive difficulty                              |
| **calliope**               | Commentator-persona library reuse                                      |
| **euterpe**                | Commentary ducking + dynamic mix                                       |
| **sophia**                 | Release-candidate ingestion automation                                 |
| **nous**                   | Anti-cheat classifier shared with V2's ecosystem                       |
| **aje**                    | Workshop economy + cosmetic ownership (year-1 expansion)               |
| **concordia**              | Substrate compliance / age-gate shared library                         |
| **per-account-vault**      | Lifetime replay archive + ghost-data archive                           |

V5 specifically does NOT take a dependency on:

- Any V1 / V2 / V3 / V4 gameplay module (V5 is its own product with no
  inter-product gameplay code).
- Any specific Oshun gameplay system not listed above (the cross-domain
  dependencies are infrastructure-level, not gameplay-level).

Version pinning, integration tests, and contract validation for each
cross-domain dependency live in the consuming service repo within `V5/`.

Metis boundary audit (2026-07-27): `@v5/metis-training-bridge` admits exact
released Metis lesson bundles for the six canonical verification bays through
`@metis/game-bridge-contract`. Metis owns the educational content and its
rights, provenance, grounding, disclosure, accessibility, and fallback evidence.
V5 retains exclusive authority over combat, vehicles, signs, AI, timing data,
live metrics, training execution, and completion. The bridge is a deterministic
authoring/cook export; a cooked Unreal consumer remains open.
