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    <title>Modules :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/index.html</link>
    <description>List of embedded modules Name Description Dependencies CAIUMODULE Perception and basic pre-setted task nodes for blackboard usage CCOREUMODULE CANIMNODEEDITORUMODULE Custom animation graph node editor for CCHARUMODULE animation blueprints CCOREUMODULE, CCHARUMODULE CCHARUMODULE Multi-threaded procedural runtime spawner and referencer for Actors, Pawns and Characters including animation and skeletal builder, lifecycle, interaction, mapping, navigation, … CCOREUMODULE CCOREUMODULE Common interfaces and tooling for all others plugin - CFOWUMODULE Runtime fog of war system with render-target-based visibility masks and dynamic mesh plane CCOREUMODULE CGAMEUMODULE Plugin’s coordinator, misc, and facilities for event&amp;data-driven level creation through blueprints CCOREUMODULE, CAIUMODULE, CCHARUMODULE, CSKILLUMODULE, CWIDGETUMODULE, CHEXAUMODULE, CQUESTUMODULE, CROOMUMODULE, CWORLDUMODULE, CFOWUMODULE, CRESOURCEUMODULE, CMAPUMODULE CHEXAUMODULE Multi-threaded procedural runtime spawner and referencer, based on hexagonal pattern, for repetable meshes : foliages, trees, rocks, … CCOREUMODULE CMAPUMODULE Procedural minimap builder using hexagonal tile-based map representation CCOREUMODULE CNOISE(editor)UMODULE Noise editor tooling for noise assets re-used in world, hexa, … modules CCOREUMODULE CQUESTNODEEDITORUMODULE Custom blueprint graph node editor for CQUESTUMODULE quest logic CCOREUMODULE, CQUESTUMODULE CQUESTUMODULE Quest lifecycle manager for interaction with CCHARUMODULE actors and/or CROOMUMODULE rooms CCOREUMODULE CRESOURCEUMODULE Named resource inventory manager with card deck mechanic CCOREUMODULE CROOMUMODULE Room, path and room-clusters manager for CCHARUMODULE actor spawning location CCOREUMODULE CSHADERUMODULE Reserved placeholder module for custom shader functionality CCOREUMODULE CSKILLUMODULE Skill manager for CCHARUMODULE actors interaction and/or CROOMUMODULE rooms CCOREUMODULE CWIDGETUMODULE Inherit-able basic widgets proposal (interaction, dialog, life, skill, …) CCOREUMODULE, CCHARUMODULE, CSKILLUMODULE, CRESOURCEUMODULE CWORLDUMODULE Multi-threaded procedural landscape runtime builder based on noise definition with optional CROOMUMODULE edge,rooms and room-clusters modulation CCOREUMODULE Dependencies The following diagram shows the inter-module dependencies within the CAIOUPlugin framework. Arrows point from a module to its dependency.</description>
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    <language>en-us</language>
    <lastBuildDate>Sat, 20 Jul 2024 21:09:28 +0200</lastBuildDate>
    <atom:link href="https://doc.cdryx.net/CdryxAIOUPlugin/modules/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>CAIUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/caiumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/caiumodule/index.html</guid>
      <description>Overview The CAIUMODULE provides an AI controller and a set of Behavior Tree task nodes for NPC behavior. It wraps Unreal Engine’s AAIController with perception setup (sight), team attitude, blackboard management, and fight-state broadcasting. Task nodes cover movement, attack, automation, navigation recovery and idle waiting.&#xA;Depends on CCOREUMODULE, AIModule, NavigationSystem, GameplayTasks.&#xA;Functionalities Overview AI Controller ACAIController — AI controller with sight perception, behavior tree execution, team attitude and fight-state management Data FCAIStruct — DataTable row configuring perception radius, vision angle, forget delay and behavior tree reference Task Nodes 8 custom UBTTaskNode subclasses for attack, movement, automation, navigation recovery and waiting Blueprint UCAIBPLibrary — Blueprint function library (currently empty) ACAIController ACAIController extends AAIController with UCrowdFollowingComponent for crowd avoidance. On possession it:</description>
    </item>
    <item>
      <title>CANIMNODEEDITORUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/canimnodeeditorumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/canimnodeeditorumodule/index.html</guid>
      <description>Overview The CANIMNODEEDITORUMODULE is an editor-only module that provides the foundation for creating custom Animation Blueprint nodes. It extends the Unreal Engine Animation Graph editor with project-specific node types.&#xA;This module is not packaged in shipping builds (WITH_EDITOR only).&#xA;Functionalities Overview Custom Anim Nodes Framework for registering and displaying custom Animation Blueprint graph nodes (Node/V1) Blueprint Library Reserved UCAnimNodeBPLibrary class (editor-only, currently empty) Dependencies Module Purpose CdryxCoreUModule Core framework utilities and interfaces CdryxCharUModule Character module (animation data structures) AnimGraph / AnimGraphRuntime Unreal animation graph and runtime support BlueprintGraph / UnrealEd Editor graph and tooling infrastructure AnimationBlueprintEditor Animation Blueprint editor integration Structure CdryxAnimNodeEditorUModule/ ├── Public/ │ ├── CdryxAnimNodeEditorUModule.h/.cpp — Module definition │ └── CCustomNode/ │ ├── CBlueprint/ │ │ └── CAnimNodeBPLibrary.h — Blueprint function library (editor-only) │ └── Node/ │ └── V1/ — Custom anim node implementations └── CdryxAnimNodeEditorUModule.Build.cs — Build configuration C++ API This module does not expose public C++ utility functions. It serves as a structural entry point for custom animation node registration.</description>
    </item>
    <item>
      <title>CCHARUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccharumodule/index.html</guid>
      <description>Overview The CCHARUMODULE is a character framework providing pre-assembled base classes for actors, pawns, characters, projectiles and players. Each base class comes with a component-based architecture where components are automatically created and wired in the constructor via UCInitializerComponent. At runtime, a data-driven spawner system instantiates and manages actors in a tile-based pooling pipeline, while a separate player spawner handles player creation and possession.</description>
    </item>
    <item>
      <title>CCOREUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccoreumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/ccoreumodule/index.html</guid>
      <description>Overview The CCOREUMODULE contains all core C++ functionalities and interfaces required by any other Cdryx UModule :&#xA;Functionalities Overview AI Bblackboard common definition Base Game instance common definition, perf managment, setting managment, HUD common definition, Player controller common definition BP Blueprint functions &amp; data container Geometry Edge, Misc (aliasing &amp; shadow behavior), shared noise struts, Polygon, Rectangle, Triangle Interfaces Actor, AI, Cell, Component, Game coordination, Noise, Quest, Room, Skill, Spline, Tools, Widget, World Spawners Spawners common definition Tools Global tooling, Singleton managment, Third party libs It also contains the CNOISEUMODULE inner module for CNoise assets creation.</description>
    </item>
    <item>
      <title>CFOWUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cfowumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cfowumodule/index.html</guid>
      <description>Overview The CFOWUMODULE is a runtime Fog of War system that renders visibility masks on a dynamic mesh plane aligned with room clusters. It uses render targets to paint line-of-sight and revealed areas, driven by a material with optional blur post-processing. The fog tracks a pawn and reacts to perspective changes (top view / first person).</description>
    </item>
    <item>
      <title>CGAMEUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cgameumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cgameumodule/index.html</guid>
      <description>Overview The CGAMEUMODULE is the plugin’s coordinator module. It provides a data-driven approach to level creation through Blueprints: define players, world, rooms, NPCs, foliage, skills, resources and quests as Blueprint structs, then let the module orchestrate all other plugin modules to build the game at runtime.&#xA;Depends on all other modules.&#xA;Functionalities Overview UCGameManager UGameInstanceSubsystem singleton that stores game board definitions (FCBP_GameStruct) and converts Blueprint structs into internal DataTable rows ACCoordinator Main level actor that reads a stored game board and spawns all subsystems (world, rooms, hexas, players, fog, map, NPCs) in the correct order UCGameBPLibrary Blueprint function library for player switching, skill creation, animation montage conversion, and array concatenation utilities Data Blueprint-exposed structs (FCBP_Player, FCBP_World, FCBP_RoomCluster, FCBP_TileAndGrass, FCBP_Skill, etc.) that describe every aspect of a game board Architecture The game board creation pipeline works as follows:</description>
    </item>
    <item>
      <title>CHEXAUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/chexaumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/chexaumodule/index.html</guid>
      <description>Overview The CHEXAUMODULE is a multi-threaded procedural runtime spawner for repeatable meshes (foliage, trees, rocks, etc.) based on hexagonal or square grid patterns. It generates HierarchicalInstancedStaticMeshComponent instances around the player in real-time, with probabilistic mesh selection, biome filtering, slope filtering, altitude filtering and room-type filtering.&#xA;Depends on CCOREUMODULE.&#xA;Functionalities Overview Data Configuration structures: FCMeshStruct, FCMeshProbaStruct, FCHexaMakerStruct, FCHexaSpawnerDataStruct CHexaSpawner Spawner actor that drives generation, tracks a pawn and manages banned areas CHexamaker Async hexagonal generation engine with ISM management, tile calculation and removal Blueprint UCHexaBPLibrary (ready for extension, currently empty) Architecture The generation pipeline works as follows:</description>
    </item>
    <item>
      <title>CMAPUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cmapumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cmapumodule/index.html</guid>
      <description>Overview The CMAPUMODULE is a procedural minimap builder that generates a hexagonal tile-based map representation of the world at runtime. It reads room and cluster layout from CROOMUMODULE, projects them onto a scaled-down hex grid using UInstancedStaticMeshComponent, and encodes cluster/room identity into per-instance custom data for material-driven coloring.&#xA;Depends on CCOREUMODULE.&#xA;Do not confuse with the minimap display chain CMAPUMODULE only builds the hex grid ISM in the 3D world. It does not handle capturing or displaying the minimap in the HUD. The display chain is handled by separate, independent components in other modules: UCMinimapComponent (CCHARUMODULE — USceneCaptureComponent2D that captures the scene from above) and UCMinimapWidget (CWIDGETUMODULE — UMG widget that displays the render target in the HUD).</description>
    </item>
    <item>
      <title>CNOISEUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cnoiseeditorumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cnoiseeditorumodule/index.html</guid>
      <description>Overview The CNOISEUMODULE inner module allows CNoise asset creation. The CNoise asset embeds data for noisator which is a prerequisite for several CdryxUPlugin :&#xA;procedural mesh map generation procedural foliage spawn generation procedural room sub-variation procedural biome boundaries … If you are not familiar with noise for making maps with noise functions, refer to the excellent articles of Red Blob Games : Making maps with noise functions</description>
    </item>
    <item>
      <title>CQUESTNODEEDITORUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cquestnodeeditorumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cquestnodeeditorumodule/index.html</guid>
      <description>Overview The CQUESTNODEEDITORUMODULE provides custom Blueprint K2Nodes for quest creation in the Unreal Editor. This module is UncookedOnly (editor-only) and is not packaged in shipping builds.&#xA;Instead of exposing functions through a BlueprintFunctionLibrary, this module registers custom nodes directly in the Blueprint graph editor under the Cdryx|Quest|CCreateQuest category. These nodes offer a streamlined interface for defining quests with multiple steps, each with trigger conditions and actions.</description>
    </item>
    <item>
      <title>CQUESTUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cquestumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cquestumodule/index.html</guid>
      <description>Overview The CQUESTUMODULE is a quest management system that handles quest creation, step progression, and conditional activation. Quests are composed of ordered steps, each triggered by interactions with actors or rooms. The system supports condition-based activation, multi-step branching, and both actor-based and room-based triggers.&#xA;Depends on CCOREUMODULE.&#xA;Functionalities Overview Data Quest data structures (UCQuestStep, FCQuestStruct, CQuestStatus, CQuestInnerStatus) and custom node structs (FCNTriggerByActorStruct, FCNTriggerByRoomStruct) Manager UCQuestManager subsystem that creates, activates, and processes quests. QuestUtility static helper for global quest action dispatch Blueprint Blueprint-callable functions for quest status checks, step activation/deactivation, quest creation, and reset (UCQuestBPLibrary, UCQuestManager) Architecture The quest execution pipeline works as follows:</description>
    </item>
    <item>
      <title>CRESOURCEUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cresourceumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cresourceumodule/index.html</guid>
      <description>Overview The CRESOURCEUMODULE is a resource management system that handles named resource inventories and a card deck mechanic. It provides a UGameInstanceSubsystem for tracking resource quantities by name, with supply/consume operations and event broadcasting. On top of that, a deck mechanic (UCGameCardArea) can be registered to manage card-based gameplay (draw, discard, river, hand).&#xA;Depends on CCOREUMODULE.</description>
    </item>
    <item>
      <title>CROOMUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/croomumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/croomumodule/index.html</guid>
      <description>Overview The CROOMUMODULE is a procedural room and corridor generation system. It creates clusters of rectangular rooms connected by MST-based corridors, with Delaunay triangulation for connectivity and configurable relaxation algorithms for layout.&#xA;Depends on CCOREUMODULE.&#xA;Functionalities Overview Data Configuration structures for room generation (FCRoomClusterStruct, FCRoomMakerStruct, FCRoomDetailStruct) Spawner ACRoomSpawner actor that drives room generation at runtime, tracking a pawn Roommaker UCRoommaker core class that builds clusters, rooms, corridors, collision and overlap events Metadata UCClusterMetadata and UCRoomMetadata store per-cluster and per-room runtime data (doors, tags, fog of war) Blueprint Blueprint-callable functions for room retrieval and room-quest interaction (UCRoomBPLibrary) Architecture The room generation pipeline works as follows:</description>
    </item>
    <item>
      <title>CSHADERUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cshaderumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cshaderumodule/index.html</guid>
      <description>Overview The CSHADERUMODULE is a reserved placeholder module for custom shader functionality. It currently contains no public classes, functions or assets. The module registers itself and depends on CCOREUMODULE but exposes no API.&#xA;This module is intended for future shader-related extensions.</description>
    </item>
    <item>
      <title>CSKILLUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cskillumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cskillumodule/index.html</guid>
      <description>Overview The CSKILLUMODULE is a skill management system for CCHARUMODULE actors. It provides a data-driven skill pipeline where skills are defined in DataTables, resolved at runtime, and executed through either C++ implementation classes or Blueprint lambda overrides.&#xA;Depends on CCOREUMODULE.&#xA;Functionalities Overview Data Skill definition structures (FCSkillDataStruct, FCSkillMetadataStruct) stored in DataTables Manager UCSkillManager subsystem that resolves, caches and executes skills Base UCAbstractSkill abstract class for C++ skill implementations Blueprint Blueprint-callable functions for skill retrieval and consumption (UCSkillBPLibrary, UCSkillManager) Architecture The skill execution pipeline works as follows:</description>
    </item>
    <item>
      <title>CWIDGETUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cwidgetumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cwidgetumodule/index.html</guid>
      <description>Overview The CWIDGETUMODULE provides a collection of ready-to-use UMG widget classes for common game UI needs: dialog boxes, interaction prompts, skill docks, resource inventories, health bars, compass, minimap, text popups, mobile controls, portrait display and debug overlays. All widgets follow the framework’s UCUserWidget base class and consume data through the consume pattern via WidgetUtility::sendData.&#xA;Depends on CCOREUMODULE, CCHARUMODULE, CSKILLUMODULE, CRESOURCEUMODULE.</description>
    </item>
    <item>
      <title>CWORLDUMODULE</title>
      <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cworldumodule/index.html</link>
      <pubDate>Sat, 20 Jul 2024 21:09:28 +0200</pubDate>
      <guid>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cworldumodule/index.html</guid>
      <description>Overview The CWORLDUMODULE is a multi-threaded procedural landscape runtime builder based on noise definition. It generates terrain meshes around the player using a tile-based LOD system, with optional CROOMUMODULE edge, room and room-cluster modulation.&#xA;Depends on CCOREUMODULE.&#xA;Functionalities Overview Data Configuration structures for world generation (FCWorldMakerStruct, FCWorldSpawnerDataStruct) Spawner ACWorldSpawner actor that drives world generation at runtime, tracking a pawn Worldmaker Abstract worldmaker base class (UCAbstractWorldmaker) with two implementations: ProceduralMesh and DynamicMesh Blueprint Blueprint-callable functions for Z calculation and slope adaptation (UCWorldBPLibrary) Architecture The world generation pipeline works as follows:</description>
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