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Glossary

Short definitions for terms that appear across onboarding, systems, and design docs. When a page uses one of these without explanation, it should link here.

Rephrased gameplay

Term Meaning
Carry (interaction) Shipping today. The player walks to a rune or slot and presses Interact to pick up, place, or swap. Implemented by URuneCarryComponent on ARephraseCharacter. See Player and interaction.
Interact Mode Planned (GDD). A mode where movement stops, a pointer appears, and the player clicks runes in the viewport to build sentences. Not implemented in the current build. See GDD — Player control mode.
Rune Calculator Level actor that holds sentence slots, validates grammar, and fires verb effects on matching Runeable Objects in range.
Runeable Object World actor that can take a noun identity and receive verb effects (ARuneableObject).
Rune Showcase Default engineer sandbox level under Content/Levels/. Open it for first PIE checks after compile.
Sentence Valid pattern of rune words (e.g. NOUN + VERB) that triggers an effect when placed in a calculator.

Unreal Engine

Term Meaning
CDO (Class Default Object) Unreal's template instance for a class. Constructor and EditDefaultsOnly properties apply here first; the editor uses the CDO for class-wide defaults.
GC (garbage collection) Unreal reclaims unreferenced UObjects automatically. Members that must keep objects alive need UPROPERTY() so the GC sees the reference.
PIE (Play In Editor) Run the game inside the editor (Play button or Alt+P) without packaging a build.
UPROPERTY() Reflection macro on a C++ member. Required for GC tracking, editor exposure, Blueprint access, and save serialization on UObject refs. See C++ extensions.
TSubclassOf<T> A class type token, not a live object. Stores which UObject subclass to spawn later. In the editor it appears as a class picker dropdown. Instantiate with NewObject<T>(Outer, Class) for components or SpawnActor<T>(Class, ...) for actors. See Glossary usage in UI.

Repository and tooling

Term Meaning
Coding agent An LLM assistant in your IDE — Cursor, Claude Code, Codex, Antigravity, or another product that can run the team MCP. Talk normally. It should call MCP tools from AGENTS.md / CLAUDE.md without you naming them. Setup pages live under the Setup tab.
MCP Local tools the coding agent calls. Required Rephrased MCP: wiki search, your convention review, team review server, devlog (Rephrased MCP). Suggested: Unreal MCP in the open 5.8 editor (Unreal MCP).
Project rules C++ style and logging norms in AGENTS.md / CLAUDE.md and Coding conventions.

Change history

  • 2026-08-14 — Gabriel Li — Required toolkit named Rephrased MCP (tasks + convention review + team review server); coding agent lists Cursor, Claude Code, Codex, and Antigravity; Unreal MCP labeled suggested.
  • 2026-08-13 — Gabriel Li — Tooling terms: MCP instead of named skills.
  • 2026-05-23 — Gabriel Li — Initial glossary (Rephrased interaction terms, UE onboarding vocabulary, coding-agent wording); added TSubclassOf<T> definition.