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Nelaric Unreal Gameplay
Gameplay framework API
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These standards apply to every contribution to Nelaric Unreal Gameplay. Contributors must follow both Epic Games' Unreal Engine C++ Coding Standard and these project coding standards. If their requirements conflict, report the conflict in an issue before proceeding; neither standard takes precedence automatically. Formatting is determined by the pinned tools only when their output complies with both standards.
The supported baseline is Unreal Engine 5.6 and later. The project is a multi-module gameplay framework for standalone, listen-server, and dedicated-server play. GameplayRuntime owns shared gameplay contracts; optional modules provide specific mechanisms. Unreal Engine's NetDriver, replication, Iris, and RPC systems continue to handle gameplay networking.
The copyright notice rule applies to every project-authored file, subject to format-specific exceptions.
Must is mandatory. Should is the default unless a PR explains a justified exception. May is optional. Public API means declarations intended for gameplay callers outside their owning implementation, including gameplay extension contracts and Blueprint-exposed entry points. A second public: section may expose framework-only methods for C++ integration without making them gameplay API.
This standard does not prescribe a project-wide choice between plain C++, UObject, and reflected types. Each module chooses the appropriate form and documents its lifetime and thread behavior.