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. |
| 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.