Fighting Game · Reference & analysis

V2 — Dependency Registry (Fighting Game, Unreal Engine 5)

This file is the V2-scoped dependency contract.

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Scope: Dependencies that V2 launch depends on — engine version, plugins, middleware, third-party SDKs, infrastructure services, platform SDKs, build tooling, and internal packages on the V2 critical path. Companion docs: V2/V2_features.md, V2/V2_TODOS.md, V2/V2_ARCHITECTURE.md. Date: 2026-05-12

Purpose#

This file is the V2-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 V2 use it — the V2 features or TODOS sections that need it.
  3. How is it wired — version source, plugin path, target platform.

Pinned versions will live in V2/ue/V2.uproject, each plugin's *.uplugin, each *.Build.cs, and the per-platform configs in V2/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 V2 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 V2 docs, including this file, bare §N and §N.M references resolve to V2_TODOS.md (138 top-level sections, ~1000 subsections — the canonical backlog). Explicit doc prefixes are used where ambiguity matters:

  • §80V2_TODOS.md §80.
  • deps§57 → this file's §57 (Hardware Peripheral SDKs).
  • arch§"<anchor>"V2_ARCHITECTURE.md by section anchor.
  • features§"<anchor>"V2_features.md by section anchor.

Table of Contents#

  1. Engine Version
  2. First-Party UE Plugins
  3. Third-Party UE Plugins
  4. Audio Middleware
  5. Animation & Mocap Pipeline
  6. Physics, Cloth, Hair
  7. Rendering & Post-Process
  8. Networking & Rollback
  9. Online Services Provider
  10. Anti-Cheat
  11. Platform SDKs
  12. Build & Distributed Compile
  13. Source Control
  14. Data Authoring & ETL
  15. Telemetry & Analytics
  16. Cloud Backend Services
  17. Anti-Spam, Moderation, ML
  18. Localization & VO
  19. Esports / Broadcast Toolkit
  20. Testing Tooling
  21. Marketing / Web Shell Stack
  22. Live Service Operations
  23. Security, Secrets, Code Signing
  24. Internal V2 Modules & Plugins

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

2. First-Party UE Plugins#

Enabled in V2.uproject Plugins list.

Plugin Used by V2 for
GameplayAbilities (GAS) Combat spine, abilities, attributes, effects (V2Gameplay)
EnhancedInput Input mappings, IMCs, motion-parser feed (V2Input)
CommonUI Front-end shell, input-style routing, focus graph (V2UI)
ModelViewViewModel HUD attribute binding (V2UI)
MotionWarping Throw / takedown / finisher alignment to opponent
AnimationWarping Foot lock, stride warping for traversal modes
MotionMatching World Tour / Tekken Force / Devil Within / DJ street roaming
Mover (2.0) Replacement for CMC in exploration modes
ChooserTable Hit-reaction selection, wakeup variant selection
Niagara Hit sparks, blood decals, X-Ray VFX, weapon trails
GeometryScripting Stage Editor procedural builds (V2Editor)
ProceduralMeshComponent Editor stage building
ChaosCloth Costume cloth, capes, hair
ChaosFlesh MK X-Ray gore, severed-limb effects
MetaSound Native audio runtime
AudioModulation Dynamic mix, ducking, music stack
AudioGameplayVolume Stage acoustic zones
ReplicationGraph Open-world / hub replication priority bands
NetworkPrediction Client-server mode prediction (for asymmetric / open-world)
GameFeatures Modular game-mode plugins, DLC, license-conditional content
ModularGameplay Per-mode actor extension
Iris UE5.5 networking layer for non-rollback channels
OnlineSubsystem Cross-platform online abstraction
TraceInsights Perf profiling
Gauntlet End-to-end automation runner
FunctionalTesting Per-feature in-engine automation
AutomationController CI test orchestration
MoviePipeline Cinematic capture for trailers / replay export
Replays Demo recording for replay system

Disabled in DefaultEngine.ini [/Script/Engine.Engine] DisabledPlugins to keep editor cold-start ≤ 25s: anything not referenced by V2 modules.

3. Third-Party UE Plugins#

Plugin / Vendor Used by V2 for
MetaHuman Animator Facial animation pipeline for principals (free)
Live Link Face Performance capture for cinematics
OnlineServicesEOS Default OnlineServices provider (cross-platform)
EOSShared EOS SDK wrapper for friends, presence, matchmaking
EOSVoiceChat Optional voice chat in lobbies / parties
PixelStreaming (optional) Cloud-streaming variants where contract permits
AssetLinter (V2) Internal plugin enforcing naming conventions (see §24)

4. Audio Middleware#

Launch decision: MetaSounds + AudioModulation (engine-native). V2 ships the native UE audio path for launch because it keeps runtime logic in source, avoids external sound-bank cook dependencies, and reduces middleware licensing risk across PC / PS5 / XSX / Switch2.

No Wwise plugin is integrated for launch. Wwise requires a separate ADR, audio-director signoff, and per-platform Audiokinetic licensing approval before any Wwise-Unreal-Integration plugin can be enabled. The executable contract is AudioRuntimePolicy_V2_Contract.json at V2/ue/Content/V2/Audio/AudioRuntimePolicy_V2_Contract.json, enforced by V2/ue/Tools/check-v2-audio-runtime-policy.py.

Asset Path / Source
Voice barks (per-fighter) Content/Audio/Fighters/<fighter>/Voice/
Commentary banks Content/Audio/Commentary/<mode>/<persona>/
Music stacks Content/Audio/Music/<mode>/<stack>/
Stage ambience Content/Audio/Stages/<stage>/Ambience/
UI SFX Content/Audio/UI/

5. Animation & Mocap Pipeline#

Dependency Used by V2 for
Vicon / OptiTrack Body mocap recording (studio shoot)
Faceware or Performance face-capture (optional; MetaHuman Animator is default)
MetaHuman Animator Facial capture (default)
@aja/depth-sensing + @aja/human-mesh-recovery Markerless mocap for pickup sessions / iteration
@aja/motion-pipeline-sdk Studio mocap ingest, solve import, cleanup, gap fill, contact fix
@aja/neural-retargeting Studio mocap V2 fighter-skeleton retarget + quality evidence
@aja/consent-management Per-performer capture consent, revocation, and Themis NIL links
@bellona/mocap + @bellona/unreal 60 Hz frame-snap export + editor-only Live Link import handoff
Cascadeur Keyframe + AI-assist animation for non-mocap moves
Maya (Autodesk) Animation layout and manual artist correction after Aja output
MotionBuilder Legacy mocap review / emergency manual correction after Aja output
Blender Alt DCC for indie-team passes
Houdini Procedural arena builds, gore sim, crowd procedurals
ZBrush Character sculpt
Substance Painter Material / decal painting
Marvelous Designer Cloth simulation source

6. Physics, Cloth, Hair#

Dependency Used by V2 for
Chaos Default physics; ragdoll, hit physics, env destruction
Chaos Cloth Costume cloth simulation
Chaos Flesh X-Ray gore, severed-limb behavior
Groom Strand-based hair for principals

7. Rendering & Post-Process#

Dependency Used by V2 for
Lumen Dynamic GI for World Tour / Battle Hub / story cinematics
Nanite Stage geometry; disabled on character skeletal meshes
TSR / DLSS / FSR / XeSS Upscaling per platform
Hardware RT shadows PS5 Pro / XSX quality mode
Niagara 2.0 All VFX

DLSS / FSR / XeSS plugin packages: NVIDIA DLSS Unreal Plugin, AMD FSR Unreal Plugin, Intel XeSS Unreal Plugin — each per-vendor license; ship the plugin per platform's GPU vendor support.

8. Networking & Rollback#

Dependency Used by V2 for
GGPO-style internal V2's rollback engine (custom, in V2Netcode)
UE Iris Non-rollback channels (chat, presence)
DTLS (OpenSSL) Encrypted UDP transport
WebRTC (optional) Spectator low-latency streaming

V2 implements rollback in-house rather than licensing GGPO middleware. The engine-native rollback path is in Source/V2Netcode/Private/Rollback/.

9. Online Services Provider#

Primary: Epic Online Services (EOS) via OnlineServicesEOS.

Capability EOS module
Auth EOS Auth
Friends EOS Friends
Presence EOS Presence
Parties EOS Lobbies
Matchmaking EOS Matchmaking
Leaderboards EOS Stats + Leaderboards
Player Reports EOS Sanctions / custom
Voice Chat EOS Voice
Anti-Cheat EOS Anti-Cheat (EAC)
Cloud Save EOS Player Data Storage

Platform-specific shims: Sony PSN / NP SDK, Microsoft Xbox Live, Nintendo NEX — each integrated through platform-specific Online Subsystem modules.

10. Anti-Cheat#

Vendor Used on
Easy Anti-Cheat (EAC) PC (Windows, Linux), default
BattlEye Alt option for PC
Platform native AC PS5, XSX, Switch2

Cert-relevant: AC must be on at launch for cross-play. Server-side validation augments client AC.

11. Platform SDKs#

Platform SDK / Toolchain
Windows MSVC 2022 17.10+, Windows SDK 10/11
Linux clang 16+, glibc compatible (server target)
macOS Xcode 16.x, Metal 3.2 (dev-only client; server target via Linux)
PlayStation 5 PS5 SDK (current cert version), PSN/NP, Tempest 3D audio SDK
PlayStation 5 Pro PS5 Pro SDK (current cert version), Hardware-RT quality-mode profile
Xbox Series X | S GDK (current cert version), Xbox Live, Smart Delivery
Nintendo Switch 2 Switch 2 SDK (current cert version), NEX, Switch-specific lotcheck pipeline
Steam Deck Proton compatibility target = Steam Deck Verified; Verified / Playable buckets
Steam Steamworks SDK + Steam Input + Steam Cloud + Steam Networking
Epic Games Store EOS SDK + Epic Store integration
Microsoft Store GDK Desktop
iOS (companion app) Apple Developer Program, App Store Connect, StoreKit 2, APNs, code-signing certs
Android (companion) Google Play Console developer account, Google Play Billing, FCM
GeForce NOW NV GFN SDK (external; publisher contract gate, not required for P1 GA)
Amazon Luna Luna SDK (external; publisher contract gate, not required for P1 GA)
Xbox Cloud Gaming xCloud SDK (publisher gate; contract bundled with XSX cert)

12. Build & Distributed Compile#

Dependency Used by V2 for
UnrealBuildAccelerator Distributed builds (engine-native)
Horde Build orchestration / device farm
BuildGraph Pipeline definitions at Build/Build.xml
UAT (RunUAT) BuildCookRun, cook, package, deploy
GitHub Actions or CI orchestration
Jenkins or Alt CI orchestration
TeamCity Alt CI orchestration
DerivedDataCache (DDC) Shared network DDC across dev machines
ShaderCompileWorker Engine-native; shared across DDC

13. Source Control#

Dependency Used by V2 for
Perforce Primary VCS (large studio); typemap, streams, lock semantics
Git LFS Mirror for OSS-style branches; *.uasset, *.umap, *.fbx, *.wav, *.exr, *.ktx2, *.usd
Helix Swarm Code review (Perforce-side)
GitHub PRs Code review (Git-side)
P4 Server On-prem or cloud-managed Perforce

14. Data Authoring & ETL#

Dependency Used by V2 for
Google Sheets Balance authoring spreadsheets at V2/balance/data/
CSV importer UE-side import to DataTables (in V2Editor)
Python 3.12 Build / cook / balance / asset audit scripts
Pandas Balance dashboard prep
DuckDB Local analytics over telemetry exports

15. Telemetry & Analytics#

Dependency Used by V2 for
EOS Player Data Storage Per-player telemetry
Snowflake or Warehouse
BigQuery or Warehouse
ClickHouse Realtime balance dashboards
Kafka / Pub-Sub Event firehose
Grafana Ops dashboards (server health, p99, rollback)
Looker / Metabase / Superset Balance dashboards
Sentry Crash + frontend errors
OpenTelemetry Backend tracing

16. Cloud Backend Services#

Default cloud: AWS (us-east-1, eu-west-1, ap-northeast-1, sa-east-1 regions). Multi-region for matchmaking ping.

Service Used by V2 for
AWS GameLift Dedicated server fleet for hubs, open-world, FFA
AWS Fargate / ECS Service workloads
AWS S3 Replay storage, ghost data, cosmetic CDN backing
CloudFront CDN
AWS RDS Postgres OLTP for profiles, careers, inventory
DynamoDB Leaderboards, presence, matchmaking pool
ElastiCache Redis Matchmaking tickets, presence cache
AWS Cognito or Auth (alt to EOS Auth where needed)
AWS WAF / Shield DDoS protection

Multi-cloud option: GCP parallel deployment behind same gateway for provider failover. Decision per region.

17. Anti-Spam, Moderation, ML#

Dependency Used by V2 for
Kuanyin (@kuanyin/precognition + @kuanyin/foundation) Text + behavior moderation for chat / user-generated names / replays through @v2/kuanyin-first-line-moderation; foundation taxonomy supplies severity and intervention policy.
Kuanyin (@kuanyin/mindful-friction) Pre-send moderation friction for high-risk reports and flagged messages through @v2/kuanyin-mindful-friction
Kuanyin (@kuanyin/community-harmony) Community temperature monitor + raid defense for crew / faction / Battle Hub spaces through @v2/kuanyin-community-harmony
Kuanyin (@kuanyin/performer-protection) Real-time shield + boundary enforcement for licensed-fighter likenesses and creator-suite uploads through @v2/kuanyin-performer-protection
Themis (@themis/dispute-resolution) DSA Statement-of-Reasons API + appeal flow for moderation actions through @v2/themis-dispute-resolution (cross-ref §68)
Themis Originality Shields (@themis/music-shield, @themis/visual-shield, @themis/text-shield, @themis/video-shield, @themis/design-shield) Originality verification for community-uploaded decals, logos, music swaps, custom championships through @v2/themis-originality-shields
Nous (@nous/training + @nous/safety) Macro / smurf / win-trading / coordinated-throw / geographic-anomaly ML classifiers — training + safety/conformity
Hive AI (legacy / fallback only) Retained only as media fallback image moderation if Kuanyin coverage gaps at launch; never first-line once @v2/kuanyin-first-line-moderation is reachable.
AWS Rekognition (legacy / fallback only) Retained only as media fallback image/video moderation alt; never first-line once @v2/kuanyin-first-line-moderation is reachable.
Modulate ToxMod (primary voice-chat moderation) Real-time voice-chat toxicity detection — speaker-isolated, on-prem SDK in Vivox/EOS-Voice voice path. License: ToxMod Enterprise tier (volume-priced).
GGWP (alt voice / text moderation) Alternative voice + text moderation pipeline; retained as failover for ToxMod outages. License: GGWP Enterprise; cross-platform cert friendly.
Kuanyin voice-bridge (@kuanyin/precognition voice mode) Server-side replay-based voice moderation appeals + cascade-prediction over ToxMod / GGWP findings (in-domain composition).

18. Localization & VO#

Dependency Used by V2 for
UE Localization Dashboard Source-of-truth for string tables
Crowdin / Smartling / Lokalise Translation workflow vendor
Wordbee (alt) Translation workflow alt
Phonexia / WellSaid (limited) Voice synth for placeholder / dev VO
VO recording studios per locale Production VO

19. Esports / Broadcast Toolkit#

Dependency Used by V2 for
@v2/esports-tools apps/v2/esports-tools/ bridge for the @uzume/broadcast broadcast pipeline plus @uzume/lumina / @uzume/prism arena LED + projection integration
@uzume/broadcast Switching, graphics, multiviewer, replay, SRT contribution feeds, stream health, and stream destinations
@uzume/lumina Lighting pixel maps and live tournament cue events for in-arena LED production
@uzume/prism LED wall layout, projector mapping, structured-light alignment, and arena video routes
@veritas/fact-checking Post-match reporting, bracket result verification, and esports news publication holds through @v2/esports-tools
OBS WebSocket Retained only for streamer-mode notification suppression; standalone OBS / NDI / vMix integration is not primary
NDI Low-latency video routing through @uzume/prism, not standalone V2 broadcast glue
vMix (optional) External switcher adapter behind @uzume/broadcast, not the V2 broadcast authority
Tournament software (Battlefy / Smash.gg) Bracket integration

20. Testing Tooling#

Dependency Used by V2 for
UE Automation Spec Per-feature C++ automation
Gauntlet End-to-end automation runner
FunctionalTesting In-engine functional tests
Replay regression harness Golden-replay frame-divergence checker
Renode / Hardware test rigs Console performance verification
Locust / k6 Load testing for online services backend
Playwright (web) apps/oshun/web V2 shell-tile automation

21. Marketing / Web Shell Stack#

apps/oshun/web/src/app/v2/:

Dependency Used by V2 for
apps/oshun/web shell Shared Lilith/Oshun web runtime, routing, metadata, and E2E gates
@oshun/shell-core Primary shell entry points and route hrefs
@oshun/auth-client Account/session surface and shell feature-gating rules
@oshun/developer-portal Developer documentation registry surface
@oshun/persistence Contract-backed persistence summaries
Playwright V2 tile and /v2 route automation

The former standalone apps/v2/web/ stack is retired. V2 web content must enter through the shared Oshun shell and the per-surface clients above.

22. Live Service Operations#

Dependency Used by V2 for
PagerDuty / Opsgenie On-call rotation
Linear / Jira Issue tracking
Statuspage Public status
Discord Player community
Reddit / X / YouTube Community comms

23. Security, Secrets, Code Signing#

Dependency Used by V2 for
Authenticode / EV cert PC code signing
Platform native signing PS5 / XSX / Switch2 cert signing
AWS Secrets Manager / Vault Backend secret storage
Doppler / 1Password CLI Dev secrets
GitHub Advanced Security SAST
Snyk / Dependabot Dep vuln scanning
Notarization (Apple) macOS dev signing

24. Internal V2 Modules & Plugins#

Module / Plugin Path Purpose
V2Core V2/ue/Source/V2Core/ Engine subsystems, save, tags, cheats
V2Gameplay V2/ue/Source/V2Gameplay/ GAS, attributes, match-state
V2Combat V2/ue/Source/V2Combat/ Hitbox/hurtbox, frame data
V2Animation V2/ue/Source/V2Animation/ AnimBP, motion matching, IK
V2Input V2/ue/Source/V2Input/ Motion parser, buffer
V2Netcode V2/ue/Source/V2Netcode/ Rollback engine
V2Modes V2/ue/Source/V2Modes/ Mode registry
V2UI V2/ue/Source/V2UI/ Front-end / HUD
V2Audio V2/ue/Source/V2Audio/ MetaSound pipeline
V2VFX V2/ue/Source/V2VFX/ Niagara templates, gore
V2Cinematics V2/ue/Source/V2Cinematics/ Sequencer presets
V2Persistence V2/ue/Source/V2Persistence/ Save, profile, currency
V2OnlineServices V2/ue/Source/V2OnlineServices/ EOS shim, matchmaking, replays
V2Telemetry V2/ue/Source/V2Telemetry/ Event schema
@v2/oshun-adapter apps/v2/oshun-adapter/ Node event-bus reaction adapter
@v2/oshun-identity-binding apps/v2/oshun-identity-binding/ Account binding surface backed by @oshun/identity
@v2/cross-product-entitlement apps/v2/cross-product-entitlement/ Identity-backed cross-product entitlement privacy surface
@v2/maat-finance-ledger apps/v2/maat-finance-ledger/ Maat-backed economy ledger bridge
@v2/lakshmi-responsible-play-spend-insight apps/v2/lakshmi-responsible-play-spend-insight/ Lakshmi-backed responsible-play spend insight surface
@v2/kuanyin-first-line-moderation apps/v2/kuanyin-first-line-moderation/ Kuanyin-backed first-line moderation replacement
@v2/kuanyin-mindful-friction apps/v2/kuanyin-mindful-friction/ Kuanyin-backed pre-send moderation friction surface
@v2/kuanyin-community-harmony apps/v2/kuanyin-community-harmony/ Kuanyin-backed community temperature and raid defense
@v2/kuanyin-performer-protection apps/v2/kuanyin-performer-protection/ Kuanyin-backed licensed-fighter likeness shield
V2Editor V2/ue/Source/V2Editor/ Move authoring, stage editor
V2Tests V2/ue/Source/V2Tests/ Automation specs
V2Mode_Arcade V2/ue/Plugins/V2Mode_Arcade/ Arcade ladder mode
V2Mode_Story V2/ue/Plugins/V2Mode_Story/ Cinematic story mode
V2Mode_Tower V2/ue/Plugins/V2Mode_Tower/ MK tower variants
V2Mode_Krypt V2/ue/Plugins/V2Mode_Krypt/ First-person Krypt hub
V2Mode_BattleHub V2/ue/Plugins/V2Mode_BattleHub/ Avatar lobby world
V2Mode_WorldTour V2/ue/Plugins/V2Mode_WorldTour/ Open-world avatar mode
V2Mode_TekkenForce V2/ue/Plugins/V2Mode_TekkenForce/ Side-scrolling brawler
V2Mode_DevilWithin V2/ue/Plugins/V2Mode_DevilWithin/ 3rd-person action mode
V2Mode_Universe V2/ue/Plugins/V2Mode_Universe/ WWE-style booker sim
V2Mode_MyCareer_WWE V2/ue/Plugins/V2Mode_MyCareer_WWE/ Wrestling career arc
V2Mode_GOATCareer_UFC V2/ue/Plugins/V2Mode_GOATCareer_UFC/ MMA career arc
V2Mode_MyGM V2/ue/Plugins/V2Mode_MyGM/ Promoter sim
V2Mode_MyFaction V2/ue/Plugins/V2Mode_MyFaction/ Card-collector mode
V2Mode_MyRise V2/ue/Plugins/V2Mode_MyRise/ Story-driven Hero/Heel career
V2Mode_RoyalRumble V2/ue/Plugins/V2Mode_RoyalRumble/ 30-/50-entrant rumble
V2Mode_FightNight V2/ue/Plugins/V2Mode_FightNight/ UFC Fight Night / PPV
V2Mode_Chronicles V2/ue/Plugins/V2Mode_Chronicles/ SC tactical campaign
V2Mode_DefJamStory V2/ue/Plugins/V2Mode_DefJamStory/ Street career
V2Mode_Crew V2/ue/Plugins/V2Mode_Crew/ Crew / faction cross-mode
V2AssetLinter V2/ue/Plugins/V2AssetLinter/ Asset naming + integrity linter
V2FrameDataInspector V2/ue/Plugins/V2FrameDataInspector/ Editor widget for frame data
V2BalanceImporter V2/ue/Plugins/V2BalanceImporter/ CSV ↔ DataTable round-trip
V2ReplayHarness V2/ue/Plugins/V2ReplayHarness/ Golden-replay regression
V2Mode_Training V2/ue/Plugins/V2Mode_Training/ Training mode + lab tools
V2Mode_Mission V2/ue/Plugins/V2Mode_Mission/ Combat Trials + Mission curriculum
V2Mode_Replay V2/ue/Plugins/V2Mode_Replay/ Replay viewer, takeover, sharing
V2Mode_Spectator V2/ue/Plugins/V2Mode_Spectator/ Network spectator + broadcast tools
V2Mode_TagTeam V2/ue/Plugins/V2Mode_TagTeam/ 2v2 / 3v3 / Trinity / Cross-Assault
V2DialogueDB V2/ue/Plugins/V2DialogueDB/ Per-fighter intros / banter / quotes
V2HUDInputDisplay V2/ue/Plugins/V2HUDInputDisplay/ Input glyph stack + frame counter
V2BattlePass V2/ue/Plugins/V2BattlePass/ Battle Pass + daily / weekly missions
V2StreamerMode V2/ue/Plugins/V2StreamerMode/ Streamer Mode + DMCA-safe music swap
V2SpeedrunSupport V2/ue/Plugins/V2SpeedrunSupport/ Run timer + LiveSplit websocket
V2AdaptiveAI V2/ue/Plugins/V2AdaptiveAI/ Per-player tendency-aware CPU

25. Adaptive Controller Hardware & Accessibility Middleware#

Dependency Used by V2 for
PlayStation Access Controller SDK Accessibility input profile templates (PS5)
Xbox Adaptive Controller SDK Accessibility input profile templates (XSX / PC)
Logitech Adaptive Gaming Kit Per-button programmable macro slot mapping
HID descriptor library (fight sticks) Auto-detect Hori / 8BitDo / Razer / Victrix / MadCatz
Tobii Eye-Tracking SDK (PC) Menu navigation assist
PSVR2 Eye-Tracking (PS5) Menu navigation assist
OpenDyslexic / Atkinson Hyperlegible Dyslexia-friendly UI fonts (open source bundled)
OS Accessibility APIs Screen reader bridge (UIA Windows, AX macOS, etc.)
WCAG 2.1 / 2.2 AA Visual / motor / cognitive accessibility benchmark
CVAA (US FCC) Voice / text-chat caption compliance
VPAT 2.4 template Accessibility conformance report at V2/docs/accessibility/

26. Replay Storage, Ghost Data, Photo Cloud#

Dependency Used by V2 for
AWS S3 (Cold tier) Replay cloud storage (per-account quota)
Lifecycle / TTL rules Auto-archive replays older than season + 30 days
Cloud Save (platform) Per-platform save cloud + EOS PDS double-backed
Ghost-data encoder Internal: encode replay → ghost data for Ghost Battle
MoviePipeline In-engine MP4 export of replays / photo mode
C2PA (optional) Provenance manifest on shared screenshots / clips

27. Battle Pass & Live Service Backend#

Dependency Used by V2 for
AWS Lambda / Fargate Battle-pass tier-up, daily challenge manifest server
DynamoDB Per-account challenge state, BP progress
EventBridge / SQS Reward grant pipeline
AWS Step Functions Seasonal rollover orchestration
CloudWatch Live-service ops dashboards
Shared feature flags (@oshun/config features module, libs/shared/config/src/features.ts) Staged rollouts, region gating, A/B balance experiments — replaces LaunchDarkly (cross-ref §68)
CMS (Sanity / Contentful) Battle Pass copy, banner art, news feed

28. Streamer, Speedrun, Coach Mode#

Dependency Used by V2 for
LiveSplit (PC websocket) Speedrun timer + split integration
speedrun.com API Leaderboard ingest (read-only, partner program)
OBS WebSocket Stream-aware notification suppression
DMCA-safe music CDN Royalty-free analogue music library swap
Discord Rich Presence SDK Coach Mode invite hook
WebRTC Low-latency Coach Mode voice + screen-share

29. Display Tech & Upscaler SDKs#

Dependency Used by V2 for
NVIDIA DLSS 3.5 SDK Frame Generation on RTX 40+
AMD FSR 3 SDK Cross-vendor Frame Generation
Intel XeSS 2 SDK Intel GPU upscaling + Frame Gen
NVIDIA Reflex SDK Input-lag reduction
AMD Anti-Lag 2 SDK Input-lag reduction
HDR10 / HDR10+ / Dolby Vision SDKs HDR output certification on target platforms
DirectStorage 1.2 (Win/XSX) Fast SSD I/O + GPU decompression
VRR / FreeSync / G-Sync Native UE 5.5 support; per-platform toggle

30. Esports / Tournament Integrations#

Dependency Used by V2 for
Smash.gg / Start.gg API Tournament-result ingest for Crown ranking
Challonge API Alt bracket integration
Battlefy API Alt bracket integration
Tournament.app API Alt bracket integration
@uzume/broadcast Broadcast overlay capture, replay, graphics, and stream-control pipeline; standalone OBS / NDI / vMix is not primary
EVO badge program (partnership) Crown ranking points from EVO-class events

31. Twitch Drops, Creator Partnerships, Community#

Dependency Used by V2 for
Twitch Drops API Watch-to-earn cosmetic unlocks
Twitch Extensions API In-stream overlay extensions (caster polls)
YouTube Partner API Creator code system + video embed retrieval
Discord Rich Presence + Game SDK Lobby invites + party invites
Canny / similar Feature voting on community portal
Statuspage Public service status (cross-ref ops)

32. Age Verification, COPPA / GDPR-K / Korea / China Compliance#

Dependency Used by V2 for
Platform age data (PSN / Xbox Live / Nintendo / Steam) Age inference from native account
Veratad / Veriff / Trustpilot age-verify Hard age-verify for unfilter chat / region opt-in
Sony Family Management Parental controls for PSN minor accounts
Microsoft Family Safety Parental controls for Xbox Live minor accounts
Nintendo Parental Controls Parental controls for Switch2 minor accounts
Steam Family View Parental controls for Steam accounts
China publisher SDK Identity-verification + minor time-limit API per region
Korea Game Rating Board (GRAC) Minor account time-limit compliance
COPPA-compliant data handling Under-13 US account constraints
GDPR-K Under-16 EU account constraints (per member state)
VPAT 2.4 template Accessibility conformance (cross-ref §25)

33. DRM, Anti-Piracy, Hotfix Backend#

Dependency Used by V2 for
Denuvo Anti-Tamper (PC) PC launch DRM (publisher decision; removal window per industry practice)
Platform-native anti-piracy PS5 / XSX / Switch2 anti-tamper
Code-signed manifest infrastructure Hotfix manifest signing + rollback
AWS App Mesh / API Gateway Hotfix manifest distribution
Shared feature flags (@oshun/config features module, libs/shared/config/src/features.ts) Segmented hotfix rollout, per-region / per-platform / per-rank gating (cross-ref §68)

34. Anti-Cheat & Integrity Extras#

Dependency Used by V2 for
HWID fingerprint library Hardware-ID banning for severe offenders
IP intelligence (MaxMind / IP2Location) Geographic anomaly + VPN / proxy detection
ML pipeline (in-house) Macro detection, smurf detection, win-trading detection
Behavioral signature clustering Multi-account detection
Replay forensics tooling Per-flagged-match replay + telemetry preservation

35. Production: Mocap, VO, Music, IP / NIL / Licensing#

Dependency Used by V2 for
Vicon / OptiTrack Body mocap capture hardware (cross-ref §5)
@aja/motion-pipeline-sdk + @aja/neural-retargeting Studio mocap cleanup + V2-skeleton retarget
MotionBuilder + Maya Manual review / emergency correction after Aja
Cascadeur Keyframe + AI-assist animation for non-mocap moves
Faceware / MetaHuman Animator Facial capture
SAG-AFTRA / equivalent union Stunt performer + VO actor compliance
Stunt insurance broker Per-shoot insurance coverage for stunt performers
On-set medic / safety officer Mocap shoot safety protocol
VO recording studios per locale Production VO booth booking
VO talent agency partnerships Per-locale casting director relationships
Music composer agency Lead composer + per-ruleset sub-composer contracts
Music licensing clearinghouse Mechanical + sync + master rights per track
Sample-clearance attorney Hip-hop track sample clearance for DJ ruleset
SFX library license Commercial-use sound libraries (no royalty-bearing)
Trademark + Copyright counsel Original character IP filings
Licensing agency Licensed guest character contracts
NIL agency Real-world fighter NIL agreements
Per-jurisdiction publicity rights review US / EU / UK / Japan / Korea publicity rights
Brand partnership agency In-game brand placement contracts
Localization talent vendor Per-locale lead translator + cultural reviewer

36. Companion App, Public API, Modding#

Dependency Used by V2 for
React Native + Expo Companion app iOS / Android
Next.js Companion app web variant
Firebase / AWS Cognito Companion app auth (federated with publisher account)
APNS + FCM Push notifications iOS / Android
AWS API Gateway / Cloudfront Public REST API hosting + CDN
OAuth2 / OIDC Developer portal auth
Stoplight / Redoc API reference documentation generator
Steam Workshop API Cosmetic mod sharing (PC)
Mod-vetting ML classifier Moderated mod gallery pre-filter
In-game Wiki CMS Sanity / Contentful for Wiki + glossary content

37. Esports / Tournament Integrations (extended)#

Dependency Used by V2 for
Smash.gg / Start.gg / Challonge / Battlefy / Tournament.app Tournament bracket + result ingest (cross-ref §30)
EVO partnership Crown ranking + grand-final invite
@v2/esports-tools + @uzume/broadcast First-party broadcast pipeline for overlays, replay, switching, multiviewer, stream health, and SRT
@v2/esports-tools + @uzume/lumina + @uzume/prism In-arena LED wall, lighting pixel map, projection mapping, alignment, and arena video-route integration
@v2/esports-tools + @veritas/fact-checking Post-match reporting, bracket result verification, and esports news fact-checking
NDI SDK @uzume/prism video routing; not standalone V2 broadcast glue
Open Broadcaster Software OBS WebSocket schema for streamer-mode notification suppression only
Live event ingestion API Real-time UFC roster sync option (cross-ref §52.11)

38. Reliability, Latency, Frame Pacing Tooling#

Dependency Used by V2 for
Latency Display SDK (NVIDIA) Frame-by-frame latency telemetry on PC
NVIDIA Reflex SDK Input-lag reduction
AMD Anti-Lag 2 SDK Input-lag reduction
High-speed camera + controller rig Lab-grade end-to-end latency measurement
Unreal Insights / Trace Frame-pacing histogram capture
Sentry Performance ANR / hitch dedup at the application layer
Sentry Native (Crashpad) UE5-native crash capture via Sentry's Crashpad handler — symbol upload + per-platform minidump pipeline
Backtrace (alternate) Per-title native crash dedup with first-class console support (PS5/XSX/Switch2 minidumps); license per-title
Google Breakpad (fallback) Open-source native crash capture if Sentry / Backtrace unavailable in a platform path
OpenTelemetry Backend tracing
Custom memory-leak detector Per-system allocation tracking with regression alerts
Driver version database Per-driver-version known-issue flags

Native crash-capture decision: Sentry alone is the application-layer service but does not capture UE5 native crashes (C++ access violations, GPU hangs, console abort traps). V2 ships Crashpad in-engine (Sentry Native integration on Win/Mac/Linux/PS5/XSX/Switch2; Breakpad as PC-only fallback if Crashpad path is broken on a platform). The decision is "Crashpad + Sentry Native" as primary; Backtrace evaluated as alternative if Sentry Native's console support proves insufficient under PS5 / XSX / Switch2 cert. Owner: V2 engine team. Done when: native crash from each platform appears in Sentry / Backtrace dashboard with symbolicated stack within 60s of crash.


38.5 Media encoding (replay → MP4, highlight reel, photo mode)#

V2 ships an in-engine MoviePipeline path for replay → MP4 export, highlight reel auto-edit, and photo mode share. MoviePipeline emits image-sequence frames but does not bundle an MP4 muxer — V2 must ship an encoder.

Dependency Used by V2 for
FFmpeg (LGPL build) Cross-platform MP4/H.264 + H.265 encode of MoviePipeline image sequences. Ship as DLL/dylib next to MoviePipeline runtime. Avoid the GPL build — V2 ships closed-source so the LGPL toolchain is mandatory.
NVIDIA NVENC GPU-accelerated H.264/H.265/AV1 encode where NV GPU present (PC + Switch2 docked has NVENC). Falls back to FFmpeg software encode if unavailable.
AMD AMF (Advanced Media Framework) GPU-accelerated encode on AMD GPUs (PS5 / XSX hardware encoders + AMD PC). Falls back to FFmpeg if AMF call fails.
Apple VideoToolbox macOS / Vision Pro GPU-accelerated encode (companion / dev path)
Intel Quick Sync Intel iGPU encode (PC fallback)
MediaFoundation (Win) Final Win11 fallback if FFmpeg redistribution path blocked on a SKU

Encoder decision: NVENC → AMF → VideoToolbox → Quick Sync → FFmpeg software in that priority order, selected at runtime. Per-platform pin in V2/ue/Config/<Platform>Engine.ini [/Script/V2VFX.EncoderPriority] section. License risk: FFmpeg LGPL build is fine for redistribution; the GPL build is forbidden under this license envelope and CI gate Tools/check-ffmpeg-license.sh fails the build if a GPL-tagged binary is linked. Owner: V2 VFX team + engine team. Done when: 60s replay exports as 1080p60 MP4 ≤ 25 MB on each shipping platform; CI job encoder-smoke-pr-gate covers all five encoders.


38.6 Payment processing (coaching marketplace, donations, non-store flows)#

Platform-store IAP (PSN / MS Store / eShop / Steam / Epic Store) handles all in-game cosmetic and Battle Pass purchases. Non-store flows — paid coaching marketplace, charity donation gateway, esports prize pool collection, companion-app subscription — require a separate processor.

Dependency Used by V2 for
Stripe (primary) Coaching marketplace (player-to-coach payouts via Stripe Connect), donation gateway, companion-app subscription, esports prize collection. License: Stripe standard terms; per-region SCA / 3DS compliance via Stripe Checkout.
Adyen (alt) Regional fallback for markets where Stripe coverage is thin (e.g. some LATAM, AP); same surface area, different processor.
PayPal / Braintree (donation gateway only) Charity donation gateway alt; lower per-transaction fee for charity flows.
Adyen Marketplace API If Stripe Connect coverage gaps in a market, Adyen Marketplace handles split-payouts for coaching marketplace.

Cert constraint: Console platforms (PS5 / XSX / Switch2) prohibit non-platform IAP for any feature that grants in-game items. Coaching, donation, and subscription are non-item flows and explicitly allowed under each platform's TRC; CI gate Tools/check-payment-cert.py asserts that no Stripe / Adyen / PayPal SDK call path can ever grant a gameplay item or cosmetic. Owner: V2 platform team + legal. Done when: Stripe Connect split-payout clears for a $5 coaching booking in each launch region; donation flow clears a $1 charity transaction; SCA / 3DS challenge handled in EU and India.


39. Compliance: GDPR / CCPA / DSA / DSAR / Data Sovereignty#

Dependency Used by V2 for
DPO (Data Protection Officer) EU GDPR-mandated role; contact + audit responsibilities
OneTrust / TrustArc DSR portal + consent management + cookie banner + TCF 2.2
IAB Transparency & Consent Framework 2.2 EU/UK consent layer on marketing site
SCC / BCR templates Cross-region data transfer documentation
AWS Frankfurt + Stockholm EU-residency data centers
AWS Tokyo Japan-residency data center
AWS Seoul Korea-residency data center
AWS São Paulo LATAM-residency data center
Tencent Cloud / Alibaba Cloud China data localization via approved publisher
DSA Trusted Flagger program EU per-region accredited flaggers
EU AI Act conformity assessment Adaptive AI + chat ML + anti-cheat ML classifier compliance
CCPA Do-Not-Sell registry California opt-out integration
State privacy law trackers CCPA / CPA / VCDPA / CTDPA / UCPA / TDPSA / MCDPA + rolling laws
Quebec Bill 25 compliance Canada-Quebec data subject rights
Australia eSafety Commissioner Per-region minor protection compliance
Korea PIPA Korea personal information protection
Japan APPI Japan personal information protection

40. Esports Pro Circuit & Charity Partners#

Dependency Used by V2 for
Tournament-platform contracts Per-region Pro Circuit calendar partnerships
Per-region sponsor commits Per-region prize pool funding
Twitch Extensions SDK Caster polls + cosmetic-wager Drop currency
AbleGamers / Special Effect / Stack Up partnerships Charity event partner agreements
FGC charity prize-pool match infrastructure Charity tournament hosting
In-game donation gateway Charity donation routing with per-region payment compliance

41. Live Service Calendar & Re-Engagement#

Dependency Used by V2 for
AWS Step Functions Calendar orchestration + season rollover
AWS EventBridge / SQS Event-driven re-engagement reward pipeline
SendGrid / SES Lapsed-player email campaigns + DSR notifications
Iterable / Braze Multi-channel re-engagement campaign management
Segment / Rudderstack Player segmentation + churn-risk modeling pipeline
DataDog / Grafana Live-service ops dashboards
Statuspage Public status page for live ops

42. ML Pipeline (Behavioral / Moderation / Adaptive AI)#

Dependency Used by V2 for
PyTorch / TensorFlow In-house ML model training (smurf / win-trading / churn / segmentation)
Hugging Face Transformers Chat moderation ML classifier base model
Whisper (OpenAI) tiny model Voice command / voice dictation local STT
Two Hat / Community Sift Legacy / fallback only reference; retired from first-line V2 text moderation in favor of @v2/kuanyin-first-line-moderation (cross-ref §17)
Hive AI Legacy / fallback only media fallback for community decals / CAW gallery image coverage gaps (cross-ref §17)
MLflow / Weights & Biases ML experiment tracking + model versioning
Vertex AI / SageMaker / Bedrock Cloud ML training infrastructure
Model Cards (Google) template EU AI Act conformity documentation

43. Internal V2 Plugins (continued)#

Plugin Path Purpose
V2Mode_LocalVersus V2/ue/Plugins/V2Mode_LocalVersus/ Local 1v1 + 1P vs CPU + CPU vs CPU + Hot-Seat
V2Mode_TimeAttack V2/ue/Plugins/V2Mode_TimeAttack/ Time Attack with per-fighter / per-ruleset leaderboards
V2Mode_ScoreAttack V2/ue/Plugins/V2Mode_ScoreAttack/ Score Attack with ruleset-specific scoring
V2Mode_Wager V2/ue/Plugins/V2Mode_Wager/ Wager Match (Fighter Coins / cosmetics)
V2Mode_Friendly V2/ue/Plugins/V2Mode_Friendly/ Friendly / Dare Match
V2Mode_Handicap V2/ue/Plugins/V2Mode_Handicap/ Handicap Match (asymmetric counts + HP/meter)
V2Mode_FirstBlood V2/ue/Plugins/V2Mode_FirstBlood/ First Blood mode (per-ruleset def)
V2Mode_Boss V2/ue/Plugins/V2Mode_Boss/ Boss Battle + Boss Rush
V2Mode_BestOfN V2/ue/Plugins/V2Mode_BestOfN/ Iron Man + Bo-N online tournament dare
V2Mode_LAN V2/ue/Plugins/V2Mode_LAN/ LAN tournament mode
V2Mode_SideStory V2/ue/Plugins/V2Mode_SideStory/ Per-fighter Side Story chapter
V2Mode_StoryTheater V2/ue/Plugins/V2Mode_StoryTheater/ Story Theater + branch tree + ending gallery
V2Mode_Showcase V2/ue/Plugins/V2Mode_Showcase/ WWE 2K Showcase mode
V2Mode_Konquest V2/ue/Plugins/V2Mode_Konquest/ MK Deception-inspired adventure
V2Mode_ChessKombat V2/ue/Plugins/V2Mode_ChessKombat/ Chess Kombat strategic mode
V2Mode_PuzzleKombat V2/ue/Plugins/V2Mode_PuzzleKombat/ Puzzle Kombat mini-game
V2DialogueDB V2/ue/Plugins/V2DialogueDB/ Per-fighter intros / banter / quotes
V2RelationshipMatrix V2/ue/Plugins/V2RelationshipMatrix/ Per-pair relationship matrix authoring
V2CrossCharacterTimeline V2/ue/Plugins/V2CrossCharacterTimeline/ Master timeline authoring + visualizer
V2LiveCalendar V2/ue/Plugins/V2LiveCalendar/ Live-service calendar widget
V2DSRPortal V2/ue/Plugins/V2DSRPortal/ In-game DSR form + portability export
V2ComplianceMonitor V2/ue/Plugins/V2ComplianceMonitor/ EU AI Act / DSA / GDPR / CCPA monitoring
V2Mode_QuestLog V2/ue/Plugins/V2Mode_QuestLog/ Unified quest log aggregator
V2Codex V2/ue/Plugins/V2Codex/ Codex / encyclopedia browser
V2HallOfFame V2/ue/Plugins/V2HallOfFame/ In-engine museum hub with inductee statues
V2CommunityHub V2/ue/Plugins/V2CommunityHub/ Player of the Week / Crew Showcase / galleries
V2FrameDataPublisher V2/ue/Plugins/V2FrameDataPublisher/ Public frame-data web tool + companion-app CSV
V2BalanceRecommender V2/ue/Plugins/V2BalanceRecommender/ ML balance recommender (designer-reviewed)
V2PSOPreCache V2/ue/Plugins/V2PSOPreCache/ Per-platform pipeline-state-object pre-cache

44. Customer Support, Community Ambassadors, Coaching#

Dependency Used by V2 for
Zendesk / Intercom / Freshdesk Customer-support ticket portal + knowledge base + live chat
Discord server tooling Per-region community Discord servers (cross-ref §31)
Reddit + community forum Per-region community channels
Moderation console (V2 ops) Community Ambassador-staffed moderation queue
Coaching marketplace platform Per-coach rating + paid coaching with payment compliance
In-game Hall of Fame service apps/v2/hall-of-fame/ inductee DB + museum content
Player-meetup .ics calendar FGC meetup discovery feed (opt-in, no PII)

45. Per-Platform Store Features & PPP Pricing#

Dependency Used by V2 for
Steam Achievements + Trading Cards + Workshop + Remote Play PC Steam store features
Epic Games Store + EOS mod.io Epic store + mod integration
Microsoft Store + Smart Delivery + Quick Resume Xbox / PC Microsoft store features
PlayStation Trophies + Share Play + party voice PSN store features
Nintendo My Nintendo + Friend Share Switch2 store features
Game Pass / PS Plus negotiation contracts Subscription-tier inclusion (optional, per contract)
PPP pricing table (V2/balance/pricing/ppp-table.csv) Per-region purchasing-power-adjusted pricing
MaxMind GeoIP / similar Region detection + VPN-region-shop detection
Per-platform Refund Policy SDKs Steam / PSN / Xbox / Switch2 / Epic refund handling

46. Engineering Polish Tools#

Dependency Used by V2 for
UE PSOCacheManager Pipeline State Object pre-cache
Shader Cache Tools (UE) Per-platform shader cache shipping
Async Loading Subsystem Asset pre-load + smart pre-load by session pattern
Worker Thread Pool Background services (Battle Pass tier-up, Mastery, Achievements)
VRR / FreeSync / G-Sync detection Auto-toggle V-Sync + Reflex / Anti-Lag 2
Triple-Buffered Render Frame-pacing smoothness
NVIDIA Reflex / AMD Anti-Lag 2 SDKs Per-platform input-lag reduction (cross-ref §38)
Telemetry sampling middleware Per-session randomized sampling

47. Audio Production Deep#

Dependency Used by V2 for
Audio Gameplay Volume (UE) Per-stage acoustic / reverb zones (cross-ref §43.11)
Steam Audio / Resonance / Wwise Spatial Audio HRTF + occlusion + 3D positional audio
Audio post-production studio Soundtrack mastering + Atmos / Tempest3D / Dolby encode
Per-locale commentary VO studios English / Japanese / Korean / Spanish / Portuguese launch + extra locale patches
MetaSound dynamic-music graph Per-stage music stack with crossfade + remix-layer

48. AI Director / Adaptive Difficulty Stack#

Dependency Used by V2 for
In-house Director state machine Session-level CPU + encounter pacing tuning
Per-player tendency profile store Save-Game-attached profile (cross-ref §47)
EU AI Act conformity documentation Director classifier transparency + opt-out (cross-ref §80.4)
Telemetry feedback loop Per-mode Director tuning data → balance ops dashboard
A/B testing framework (PTB) Director-profile experiments before live rollout

49. Compliance Deep Extended#

Dependency Used by V2 for
California AB 2273 (AADC) compliance Age-Appropriate Design Code for minor accounts
Quebec Bill 96 + Bill 25 templates French-language + data subject rights compliance
Brazil Marco Civil da Internet Content moderation + user privacy in Brazil
Brazil LGPD Brazilian GDPR-equivalent data subject rights
Italy lottery-law disclosure Per-region store SKU disclosure (V2 has no loot boxes)
Belgium loot-box ban disclosure Per-region SKU compliance documentation
France in-game advertising disclosure Paid product placement disclosure per French law
Sub-processor registry V2/legal/sub-processors.md + public web view
Per-platform DPA templates Data processing agreements with each platform owner
Privacy ops on-call Breach-response 72h SLA on-call rotation

50. Studio Wellness & Insurance#

Dependency Used by V2 for
EAP (Employee Assistance Program) Counseling + crisis line for staff
Sensitivity reader vendor pool Cultural / ethnic / gender / religious / disability identity reviewers
DEI consultancy partnership Hiring + content + community management review
AbleGamers / similar accessibility consultancy Accessibility feature design + verification
Independent ombudsperson Harassment reporting + investigation
Cancellation insurance Major launch milestones (alpha / beta / gold)
E&O insurance Content IP / defamation / privacy liability
Cyber insurance Backend breach / data-loss / extortion
Per-shoot stunt insurance Mocap stunt performer coverage (cross-ref §35)
Wellness stipend administration Per-employee annual wellness budget

51. Signature Event Mode Plugins#

Plugin Path Purpose
V2Event_Marathon V2/ue/Plugins/V2Event_Marathon/ 24-hour charity-aligned event
V2Event_KingOfIronFist V2/ue/Plugins/V2Event_KingOfIronFist/ 8-fighter elimination ladder
V2Event_WrestleMania V2/ue/Plugins/V2Event_WrestleMania/ WWE PPV-style 8-match card
V2Event_FightWeek V2/ue/Plugins/V2Event_FightWeek/ UFC International Fight Week
V2Event_MishimaCup V2/ue/Plugins/V2Event_MishimaCup/ SoulCalibur 16-fighter Weapon Master
V2Event_EVO_Top8 V2/ue/Plugins/V2Event_EVO_Top8/ EVO-style Top 8 broadcast event
V2Event_CrewWars V2/ue/Plugins/V2Event_CrewWars/ Def Jam 4v4 crew elimination
V2Event_Horde V2/ue/Plugins/V2Event_Horde/ Boss-vs-crew asymmetric mode
V2Event_SpeedrunRace V2/ue/Plugins/V2Event_SpeedrunRace/ 2-4 player Arcade race
V2Event_DeathMatch V2/ue/Plugins/V2Event_DeathMatch/ Single-round sudden death stipulation
V2Mode_SplitScreen V2/ue/Plugins/V2Mode_SplitScreen/ Local split-screen 1v1 / 2v2 / FFA
V2Mode_CoopStory V2/ue/Plugins/V2Mode_CoopStory/ Story-mode 2-player online co-op
V2Mode_CoopOpenWorld V2/ue/Plugins/V2Mode_CoopOpenWorld/ Tekken Force / Devil Within / Konquest
V2Mode_WeaponMaster V2/ue/Plugins/V2Mode_WeaponMaster/ SC II-inspired Weapon Master career
V2Mode_TalesOfSouls V2/ue/Plugins/V2Mode_TalesOfSouls/ SC III-inspired branching adventure
V2AIDirector V2/ue/Plugins/V2AIDirector/ AI Director state machine + tuning
V2SubProcessorRegistry V2/ue/Plugins/V2SubProcessorRegistry/ Public sub-processor list service
V2WellnessOps V2/ue/Plugins/V2WellnessOps/ Internal-only studio wellness dashboards

52. Racing Component: Engine, Physics, Vehicle Licensing#

Dependency Used by V2 for
UE Chaos Vehicle Physics Vehicle physics base (cross-ref §97-§98)
Chaos Suspension Constraints Per-vehicle suspension model
UE Mover 2.0 (vehicle mode) Custom Mover vehicle locomotion modes
@v2/racing-ecosystem-bridge Cook-time bridge over Galatea @galatea/kinematics + @galatea/whole-body-control, Saraswati @saraswati/ev, and Maya @maya/genesis-terrain / @maya/genesis-urban for V2Vehicles, V2RacePhysics, and V2RaceTracks
Per-engine RPM curve authoring tool V2Editor extension for engine torque / power curve
Per-vehicle dyno-test harness CI gate for vehicle stat regression
Vehicle licensing agency Per-manufacturer license contracts (cross-ref §35 + §119.1)
NIL / likeness rights for licensed vehicles Per-manufacturer NIL agreements (damage portrayal clause)
Vehicle manufacturer review board Per-vehicle visual + damage review per manufacturer contract
Per-platform wheel SDK (Logitech / Thrustmaster / Fanatec / Hori / MOZA) Force-feedback steering wheel support

53. Racing Audio: Engine Notes, Exhaust, Tire, Surface, Music#

Dependency Used by V2 for
MetaSound RPM-modulated audio graph Per-vehicle engine sound bank (cross-ref §115.1)
Per-vehicle audio recording sessions Real-vehicle engine / exhaust / transmission audio capture
Per-engine audio sample library Stock recordings + license-cleared samples per vehicle
DMCA-safe racing music library Streamer-safe alternates per ruleset
Per-locale commentary VO for races Race commentary + pacenote co-driver per launch locale
Per-track ambience sample library Urban / highway / forest / desert / canyon / industrial / coastal / futuristic ambience
Doppler shift implementation 3D positional audio for racing

54. Racing VFX: Smoke, Sparks, Debris, Motion Blur#

Dependency Used by V2 for
Niagara smoke / dust / debris emitters Per-tire smoke + spark + collision debris
Per-surface particle profiles Asphalt / dirt / mud / sand / snow / gravel particle libraries
Motion blur shader (speed-aware) Per-platform / per-FPS speed-based motion blur
Wreck explosion VFX (gore-tier-gated) Death Race + cinematic destruction
Damage decal pipeline Progressive damage decals (scuff / scratches / bullet holes / soot)
Anti-grav glow + trail VFX Per-vehicle aura + per-vehicle trail for futuristic mode
Weather VFX Rain on windshield / dust storm / snow accumulation / fog volumetric

55. Racing Online & Cross-Play#

Dependency Used by V2 for
Racing MMR pool (separate from fighting) Per-mode racing ranked ladder
Per-mode racing matchmaking queues Circuit / Sprint / Drag / Drift / Combat / Power-Play / Pursuit / Canyon Duel / Time Trial / Crew Battle
Autolog rivalry service Friend-time + score auto-surface per track
Racing replay cloud AWS S3 cold-tier for race replays
Racing ghost-data store Per-track ghost data for Time Trial / Canyon Duel
Racing anti-cheat extras Per-section physics-impossible-time detection + tuning-cheat detection

56. Racing Mode GameFeaturePlugins#

Plugin Path Purpose
V2RaceMode_Career V2/ue/Plugins/V2RaceMode_Career/ Most Wanted Blacklist + Carbon Crew + Territory career
V2RaceMode_Circuit V2/ue/Plugins/V2RaceMode_Circuit/ Closed-loop circuit racing
V2RaceMode_Sprint V2/ue/Plugins/V2RaceMode_Sprint/ Point-to-point sprint racing
V2RaceMode_Drag V2/ue/Plugins/V2RaceMode_Drag/ Straight-line drag racing
V2RaceMode_Drift V2/ue/Plugins/V2RaceMode_Drift/ Drift scoring + Drift Battle
V2RaceMode_TimeTrial V2/ue/Plugins/V2RaceMode_TimeTrial/ Time Trial + ghost lap
V2RaceMode_Eliminator V2/ue/Plugins/V2RaceMode_Eliminator/ Last-place-out per N seconds
V2RaceMode_SpeedTrap V2/ue/Plugins/V2RaceMode_SpeedTrap/ Radar station speed competition
V2RaceMode_Pursuit V2/ue/Plugins/V2RaceMode_Pursuit/ Hot Pursuit + Most Wanted cop chases
V2RaceMode_Combat V2/ue/Plugins/V2RaceMode_Combat/ Death Race + Blur power-up combat
V2RaceMode_PowerPlay V2/ue/Plugins/V2RaceMode_PowerPlay/ Split/Second environmental events
V2RaceMode_CanyonDuel V2/ue/Plugins/V2RaceMode_CanyonDuel/ Carbon-style 1v1 cliff duel
V2RaceMode_Rally V2/ue/Plugins/V2RaceMode_Rally/ Off-road / rally racing
V2RaceMode_Bike V2/ue/Plugins/V2RaceMode_Bike/ Bike racing with lean physics + bike combat
V2RaceMode_PodRacer V2/ue/Plugins/V2RaceMode_PodRacer/ Futuristic anti-grav / pod racing
V2RaceMode_OpenWorld V2/ue/Plugins/V2RaceMode_OpenWorld/ Open-world Metro City exploration
V2RaceMode_FighterCrossover V2/ue/Plugins/V2RaceMode_FighterCrossover/ Fighter-as-driver + Get-Out-and-Fight
V2Vehicles V2/ue/Source/V2Vehicles/ Vehicle data + chassis + drivetrain
V2RacePhysics V2/ue/Source/V2RacePhysics/ Racing-specific physics
V2RaceTracks V2/ue/Source/V2RaceTracks/ Track data + racing line + sector splits
V2VehicleAudio V2/ue/Source/V2VehicleAudio/ Engine notes + exhaust + tire audio
V2VehicleVFX V2/ue/Source/V2VehicleVFX/ Tire smoke + sparks + debris + motion blur

57. Hardware Peripheral SDKs#

Vendor / SDK V2 use
Logitech G HUB SDK G29 / G923 / G PRO wheels + pedals + shifters
Thrustmaster TM SDK T128 / T248 / T300 / T500 wheels + T-LCM / T3PM pedals + TH8A shifter
Fanatec ClubSport / DD SDK CSL DD / DD Pro / Direct Drive bases + V3 pedals + SQ V1.5 shifter
Hori SDK Force Feedback Racing Wheel + Fighting Stick (Mini / Octa)
MOZA Racing SDK R-Series direct drive + HGP / HBP shifter + handbrake
Cammus SDK C5 / C12 direct-drive wheels
Asetek SimSports SDK Invicta direct-drive wheels + Asetek Invicta pedals
Simucube SDK Direct-drive bases + Active Pedal
Heusinkveld SDK Sprint / Ultimate pedal sets
8BitDo Arcade Stick SDK Fight stick compat
Razer Kitsune SDK Hitbox-style fight stick
Victrix Pro FS SDK Pro fight stick
MadCatz MK1 Fightstick SDK Pro fight stick
Qanba SDK Drone / Q2 / Q3 / Obsidian fight sticks
Mayflash F500 SDK Universal fight stick adapter
Quadstick SDK Mouth-operated controller for severely motor-impaired
PlayStation Access Controller SDK Accessibility controller (cross-ref §25)
Xbox Adaptive Controller SDK Accessibility controller (cross-ref §25)
Logitech Adaptive Gaming Kit Programmable button slot mapping (cross-ref §25)
Stream Deck SDK (Elgato) Streamer button-box integration
SimVibe / ButtKicker SDK Tactile bass-shaker integration for sim rig

58. VR / AR Platform SDKs#

Vendor / SDK V2 use
PSVR2 SDK (Sony) PSVR2 native VR + eye tracking + foveated rendering
Meta Quest SDK (OpenXR + Oculus) Quest 3 / Pro native VR + hand tracking + async-time-warp
Apple Vision Pro visionOS SDK Mixed-reality with passthrough + gaze-and-pinch input
OpenXR Cross-platform VR runtime (SteamVR + Oculus + Windows MR)
SteamVR SDK PC VR runtime
DualSense Edge motion controller PSVR2 controller input
Spatial Audio APIs Atmos (Vision Pro / PC) + Tempest3D (PS5) + Steam Audio (PC)
Per-platform VR cert tooling Sony VR TRC + Meta Quest Store cert + Vision Pro App Store cert

59. Vehicle Designer + Pit Crew + Heist Mode Plugins#

Plugin Path Purpose
V2Mode_VehicleDesigner V2/ue/Plugins/V2Mode_VehicleDesigner/ Concept-from-scratch vehicle designer
V2Mode_PitCrewMinigame V2/ue/Plugins/V2Mode_PitCrewMinigame/ Pit crew mechanic minigame
V2Mode_FreeRoamLobby V2/ue/Plugins/V2Mode_FreeRoamLobby/ Free-roam 8-32 player social lobby
V2Mode_Convoy V2/ue/Plugins/V2Mode_Convoy/ Convoy formation + shared waypoint
V2Mode_Heist V2/ue/Plugins/V2Mode_Heist/ Multi-stage co-op heist
V2Mode_DemolitionDerby V2/ue/Plugins/V2Mode_DemolitionDerby/ Arena combat racing
V2Mode_VehicleHijack V2/ue/Plugins/V2Mode_VehicleHijack/ Mid-race vehicle hijack input-RPS
V2Mode_FightOnVehicle V2/ue/Plugins/V2Mode_FightOnVehicle/ Cinematic fighting on moving vehicle
V2Mode_TruckChase V2/ue/Plugins/V2Mode_TruckChase/ Mad-Max truck/bike chase combat
V2Mode_ConvoyRaid V2/ue/Plugins/V2Mode_ConvoyRaid/ 2-4 player attacker vs AI convoy
V2VR_Cockpit V2/ue/Plugins/V2VR_Cockpit/ VR cockpit camera + head tracking
V2VR_Comfort V2/ue/Plugins/V2VR_Comfort/ Comfort modes (vignette / snap-turn)
V2VR_HUD V2/ue/Plugins/V2VR_HUD/ VR-aware HUD (3D physical UI)
V2Peripherals V2/ue/Source/V2Peripherals/ Vendor SDK integration layer
V2FFBProfile V2/ue/Source/V2FFBProfile/ Force-feedback profile system
V2SponsorSystem V2/ue/Source/V2SponsorSystem/ Racing sponsorship contracts + logos
V2OpenWorldFactions V2/ue/Source/V2OpenWorldFactions/ Per-district faction control state

60. Roguelike / BR / Sports / Specialty Mode Plugins#

Plugin Path Purpose
V2Mode_Roguelike V2/ue/Plugins/V2Mode_Roguelike/ Hades-style permadeath adventure
V2Mode_BR_Fighter V2/ue/Plugins/V2Mode_BR_Fighter/ 100-player fighter Battle Royale
V2Mode_BR_Vehicle V2/ue/Plugins/V2Mode_BR_Vehicle/ 100-vehicle Battle Royale
V2Mode_BR_Hybrid V2/ue/Plugins/V2Mode_BR_Hybrid/ Hybrid fighter + vehicle BR
V2Mode_VehicleSoccer V2/ue/Plugins/V2Mode_VehicleSoccer/ Rocket-League-style vehicle soccer
V2Mode_VehicleStunt V2/ue/Plugins/V2Mode_VehicleStunt/ Tony-Hawk-style stunt combo scoring
V2Mode_VehicleCrash V2/ue/Plugins/V2Mode_VehicleCrash/ Burnout-style crash damage scoring
V2Mode_Trackmania V2/ue/Plugins/V2Mode_Trackmania/ Precision time-trial platforming
V2Mode_BoxingSim V2/ue/Plugins/V2Mode_BoxingSim/ Punch-Out-style boxing simulator
V2Mode_BushidoBlade V2/ue/Plugins/V2Mode_BushidoBlade/ One-hit-kill weapon combat
V2Mode_MKOneHit V2/ue/Plugins/V2Mode_MKOneHit/ MK roster Bushido-style ruleset
V2WorldEconomy V2/ue/Source/V2WorldEconomy/ Persistent economy + supply/demand
V2NPCSchedule V2/ue/Source/V2NPCSchedule/ NPC AI daily routine + density
V2CrimeRate V2/ue/Source/V2CrimeRate/ Per-district crime gauge + cop spawn
V2Mode_CinematographyEditor V2/ue/Plugins/V2Mode_CinematographyEditor/ In-engine cinematography authoring
V2Mode_OriginComic V2/ue/Plugins/V2Mode_OriginComic/ In-game comic reader

61. GPU Vendor Extensions + Streamer Tools + Companion Micro-Games#

Dependency Used by V2 for
NVIDIA DLSS 3.5 SDK + Ray Reconstruction Frame Gen + path-traced denoiser
NVIDIA Reflex Low Latency SDK Per-frame latency reduction (cross-ref §38)
AMD FSR 3 + Fluid Motion Frames SDK Cross-vendor Frame Generation
AMD Anti-Lag 2 + Radeon Boost SDK Input lag + dynamic resolution
Intel XeSS 2 + Frame Generation SDK Intel GPU upscaling + Frame Gen
DirectX 12 Ultimate / Vulkan 1.3+ Mesh Shaders + VRS Tier 2 + DirectStorage 1.2
DirectStorage 1.2 + GPU decompression PC + XSX fast SSD I/O
OBS Browser Source SDK Streamer overlay widgets
Twitch / YouTube / Kick channel APIs Streamer Mode integration
WebSocket / REST API framework Caster Overlay Scripting API
Companion app native SDKs React Native + Expo (cross-ref §36); micro-game framework
Apple Watch / Wear OS SDK Companion app secondary surface
Stream Deck Plugin SDK (Elgato) Stream Deck button-box for streamers

62. Wagering Compliance & Per-Region Cultural Review#

Dependency Used by V2 for
Per-region wagering threshold lookup Documented at V2/docs/legal/wagering-thresholds.md
UK Gambling Commission references Wagering compliance per UK law
Belgium Gaming Commission references Wagering compliance per Belgium law
California gambling regulations Wagering compliance per CA law
Per-region sensitivity reader vendor Cosmetic / cultural review (cross-ref §50)
Sony Family Management API Parental dashboard integration
Microsoft Family Safety API Parental dashboard integration
Nintendo Parental Controls API Parental dashboard integration
Steam Family View API Parental dashboard integration

63. Bring-Your-Own-Server (PC Dedicated)#

Dependency Used by V2 for
Linux dedicated server target V2Server.Target.cs (cross-ref §11)
Per-server config schema Rule sheet / vehicle restrictions / assist eligibility
Server browser backend Public listing aggregation
Server moderation tools Admin kick / ban / mute commands
Server reputation rating Participant-rated server quality
Cross-server tournament aggregator Multi-server bracket + final aggregation

64. Karaoke + Mini-Game Suite + World Boss + AI Commentary#

Plugin / Service Path / Vendor Purpose
V2Mode_Karaoke V2/ue/Plugins/V2Mode_Karaoke/ Yakuza-style karaoke + rhythm scoring
V2Mode_RhythmCombat V2/ue/Plugins/V2Mode_RhythmCombat/ Rhythm-aware combo system fusion
@v2/karaoke-rhythm-combat-bridge apps/v2/karaoke-rhythm-combat-bridge/ Cook-time bridge over Euterpe, Calliope sound-design, and Iris voice for karaoke music, streamer-safe swaps, and scoring-rubric manifests
V2Mode_DJBooth V2/ue/Plugins/V2Mode_DJBooth/ DJ booth mode (Def Jam ruleset deep)
V2Mode_Pinball V2/ue/Plugins/V2Mode_Pinball/ Themed pinball tables
V2Mode_AirHockey V2/ue/Plugins/V2Mode_AirHockey/ Air hockey mini-game
V2Mode_MiniGolf V2/ue/Plugins/V2Mode_MiniGolf/ 18-hole / 9-hole mini-golf
V2Mode_Darts V2/ue/Plugins/V2Mode_Darts/ Darts mini-game
V2Mode_Pool V2/ue/Plugins/V2Mode_Pool/ Pool / billiards
@v2/maya-minigame-suite-bridge apps/v2/maya-minigame-suite-bridge/ Cook-time bridge over @maya/games, @maya/physics, @maya/scene, and @maya/client for mini-game physics, scenes, and input manifests
V2Mode_TekkenBowl V2/ue/Plugins/V2Mode_TekkenBowl/ 10-pin bowling mini-game with per-fighter throw style
@v2/tekken-bowl-arcade-cabinet-bridge apps/v2/tekken-bowl-arcade-cabinet-bridge/ Cook-time bridge over @maya/games and @maya/client for Tekken Bowl lane probes, Battle Hub arcade cabinet shells, ad-hoc per-cabinet plugins, Fighter Coin gates, free-play roles, and leaderboards
V2Mode_Cooking V2/ue/Plugins/V2Mode_Cooking/ Yakuza-style cooking simulator
@v2/hestia-cooking-minigame-bridge apps/v2/hestia-cooking-minigame-bridge/ Cook-time bridge over @hestia/ai-ml, @hestia/cooking, @hestia/education, @hestia/ingredients, and @hestia/pantry for recipe-as-mini-game-script manifests
V2Mode_PhotoTournament V2/ue/Plugins/V2Mode_PhotoTournament/ Monthly community photo competition
@v2/photo-mode-tournament-voting-bridge apps/v2/photo-mode-tournament-voting-bridge/ Bridge over @themis/voting and @kuanyin/precognition for v2.photo-mode-tournament-voting-profile, ranked-choice jury aggregation, approval voting, and moderation pre-pass
V2Mode_WorldBoss V2/ue/Plugins/V2Mode_WorldBoss/ Community-shared HP world boss
V2Mode_AsyncRaid V2/ue/Plugins/V2Mode_AsyncRaid/ 12-24 player async raid
V2Mode_CommunityChallenge V2/ue/Plugins/V2Mode_CommunityChallenge/ Per-week community challenge
@v2/world-boss-community-raid-bridge apps/v2/world-boss-community-raid-bridge/ Post-match bridge over @themis/community, @maat/intelligence, @hathor/simulation, and @kuanyin/community-harmony for world boss governance, contribution dashboards, spawn simulation, and raid defense
V2AICommentary V2/ue/Plugins/V2AICommentary/ AI play-by-play + highlight reel + analysis via @v2/iris-commentary-orchestration
V2AITranslation V2/ue/Plugins/V2AITranslation/ Real-time chat translation
V2Vault V2/ue/Plugins/V2Vault/ Per-account cloud vault

65. Real-World Brand / Celebrity / Venue Integrations#

Dependency Used by V2 for
Per-brand partnership contracts Sponsorship + cosmetic integration
Per-celebrity NIL agreement Guest character contract
Per-venue licensing contract Real-world iconic venue stage
Per-pop-up-event partnership Gaming convention tie-in (E3 / Gamescom / TGS / PAX / EVO)
Community-advisory board contracts Per-partnership ethics review (cross-ref §50)
Sensitivity reader vendor pool Per-partnership cultural review
French in-game advertising disclosure law references Paid product placement disclosure
DSA Article 17 references Branded content moderation disclosure

66. Per-Account Vault & Estate-Planning Infrastructure#

Dependency Used by V2 for
AWS S3 Standard + Cold tier Vault primary + daily immutable snapshot
AWS DynamoDB Per-account vault index
AWS Lambda Vault upload / restore / share orchestration
Inheritance designation tooling Estate-planning vault inheritance (cross-ref §35)
Per-account cloud-storage quota service Per-tier storage upgrades via Account Level
Per-vault backup restore tooling Daily snapshot rollback for accidental deletion
@v2/per-account-vault-estate-bridge V2 bridge over @lakshmi/estate, @oshun/identity, and @themis/transparency for v2.per-account-vault-asset-transfer readiness, account inheritance / delegation gates, and immutable transfer audit

67. AI Services (Beyond Adaptive AI)#

The AI services V2 ships are composed from real Iris / Isis / Calliope / Nous / Psyche / Themis packages enumerated in §68. This section pins the external vendor surface area behind those internal packages, the EU AI Act risk class per service, and the cost-tier ceiling that governs go/no-go for live use at esports scale.

Service Internal package Primary external vendor / model Fallback License / cost tier EU AI Act risk class
AI play-by-play commentary (LLM) @iris/conversation-orchestration + @iris/conversation-providers-anthropic Provider-approved low-latency text model pinned in Iris config at implementation time @iris/conversation-providers-openai; @iris/conversation-providers-local on Iris GPU pool for cost-cap overflow API: pay-per-token, per-region. Esports cost-ceiling per match documented in V2/docs/cost/ai-commentary.md; on-cap triggers local-LLM fallback. Limited risk (transparency obligation; user-visible "AI commentary" badge required per Art 50).
Commentator TTS (per-locale) @iris/voice + @calliope/cinema persona-voice bank ElevenLabs Multilingual v2 (primary) Azure Speech Services Neural TTS (per-locale fallback); OpenAI TTS (cost-overflow) ElevenLabs Enterprise tier; per-character monthly cap Limited risk (deepfake / impersonation disclosure obligation per Art 50; commentator persona disclaimer on first stream).
Commentator face animation @iris/voice + @psyche/avatar-lipsync + @psyche/avatar-expressions Psyche in-house viseme/expression stack via @v2/psyche-commentary-face-animation Audio/subtitle cue plays without face curves if render misses latency budget License: in-domain Limited risk (synthetic commentator face animation remains disclosed with AI commentary badge).
Commentary mix ducking @euterpe/master + @euterpe/accompany Euterpe in-house commentary mix ducking via @v2/euterpe-commentary-ducking from V2.Commentary into V2.DynamicMusic Commentary audio/subtitle plays without music attenuation if ducking plan is unavailable License: in-domain Minimal risk (audio-mix automation only; off-rollback and gameplay-inert).
Auto-edit highlight reel (video AI) @isis/ai-video + @calliope/cinema Isis in-house diffusion model (composes per-clip selection, camera path, music sync); Themis Originality Shields for source-clip rights check before publication Manual editor fallback at launch if Isis throughput < 10 reels/sec License: in-domain, no external cost Limited risk (synthetic media output; C2PA manifest required — see §47, §65).
Real-time community chat translation @v2/iris-realtime-translation over @iris/voice plus @psyche/caption-streaming presentation channels DeepL API Pro (primary, where supported); Azure Translator (per-locale coverage fallback) Marian-NMT (self-hosted, lower quality); fail-open source text with failed-delivery metadata DeepL: subscription per-language pair; Azure: pay-per-character Minimal risk (no Art-50 disclosure for translation; standard ToS notice).
In-game NPC / fighter banter @hathor/llm-npc + @iris/conversation-providers-* Provider-approved low-cost text model for high-volume NPC banter; on-device small model for offline modes @nous/safety toxicity-gate before voice render Hosted: pay-per-token; on-device: distilled checkpoint per platform Limited risk (transparency obligation for synthetic dialogue).
Adaptive AI Director hints @psyche/behavior-prediction + @psyche/behavior-coordinator + @v2/psyche-ai-director-hints + @v2/shakti-style-classification In-house Psyche model plus Shakti @shakti/sota-critical combat-style classifier; not LLM Heuristic AI fallback if Psyche or Shakti service unavailable License: in-domain Limited risk (Art 50 disclosure if user-facing "smart difficulty" toggle).
EU AI Act service registry @v2/eu-ai-act-surface + @nous/safety + @themis/accountability; Adaptive AI also composes @psyche/action-safety Nous-hosted Model Cards for adaptive-ai-director.md, ai-commentary.md, anti-cheat-classifier-suite.md, and generation-pipelines.md; Themis AI-system records Static CPU profile for Adaptive AI opt-out; authored commentary / manual asset path / deterministic review fallback License: in-domain Limited risk for each shipping AI service; disclosure and audit only, off-rollback.
AI model cards / transparency Documentation deliverable per V2/docs/decisions/model-card-hosting.md Per-AI-service Model Card markdown lives at V2/docs/ai/model-cards/<service>.md; launch set covers Director, commentary, anti-cheat classifiers, and generation n/a n/a EU AI Act Annex VIII registration; each service ships a Model Card before launch.
EU AI Act conformity assessment @nous/safety + @themis/accountability @v2/eu-ai-act-surface composes the shipping AI registry and verifies each Nous Model Card path matches the Themis AI-system-of-record n/a n/a All AI services pass conformity assessment before live use.

Esports cost-ceiling rule. Live LLM cost at esports / world-finals scale (thousands of concurrent matches with commentary) follows the accepted ADR at V2/docs/decisions/ai-inference-cost-model.md. The per-match-per-minute cost ceiling is recorded at V2/docs/cost/ai-commentary.md; when reached, @iris/failover routes to the local-LLM fallback automatically.

Banned services. No services using GPT-4o-vision are wired into the commentary loop because per-frame vision inference cost dwarfs the audio-only budget; if vision-aware commentary is needed for esports, it must be Psyche-mediated frame summaries fed back into the text-only LLM call rather than a direct vision call.

Cross-ref: real package details (@iris/conversation-providers-*, @iris/voice, @calliope/cinema, @isis/ai-video, @psyche/*, @nous/safety) live in §68.5–§68.7. This section pins the vendor-and-risk surface only.


68. Oshun Domain Dependencies#

V2 sits inside the Oshun monorepo and consumes named Oshun domain packages across three integration channels (Bellona-orchestrated content cook, event-bus + gRPC runtime services, and the apps/oshun/web / apps/oshun/mobile out-of-game shell). The table below enumerates every Oshun package on the V2 critical path. Versions track each library's package.json in the monorepo; no separate version pinning lives here. See V2_ARCHITECTURE.md § "Sister-Monorepo Integration Surface" for the full per-surface mapping and V2_TODOS.md § "Oshun Integration Skeleton" for actionable wiring tasks.

68.1 Bellona — Content cook + engine bridge#

Package Used by V2 for
@bellona/unreal UE5 Remote Control bridge, project generation, asset import, MetaHuman pipeline, Live Link (cross-ref §1, §5). V2 pins the editor-time asset import + level scripting endpoint to loopback 127.0.0.1:30010 through [V2.BellonaRemoteControl]; RemoteControl is enabled only for this editor path while RemoteControlWebInterface and protocol extensions stay disabled. Bellona cooked .uasset / .umap outputs sync through sync-bellona-cook-outputs.py into Content/Generated/ with a content-addressed Content/Generated/manifest.json.
BellonaUnrealEditor Editor-only UE plugin consumed from libs/bellona/unreal/plugin/BellonaUnrealEditor/ via V2 workspace link
@bellona/metahuman MetaHuman component import, ARKit blendshape mapping, face rig (cross-ref §5)
@bellona/mocap Mocap retarget + frame-snap export for rollback-deterministic animation (cross-ref §5). V2 uses @v2/aja-bellona-livelink-export to force the @aja → @bellona/mocap → @bellona/unreal handoff through 60 Hz integer frame numbers, reject sub-frame notify segments, and keep the Live Link payload editor/cook-only while runtime Live Link plugins stay disabled.
@bellona/openusd USD interchange for stages, props, and venue captures (cross-ref §52)
@bellona/interchange GLTF / GLB / FBX / OBJ / ABC / USD format pipeline
@bellona/audio Audio cook + MetaSounds integration handoff
@bellona/video Video cook for replays, highlight reels, marketing
@bellona/virtual-production ICVFX / LED-volume capture for in-engine cinematics (optional)
@bellona/xr XR-mode build target for any VR / AR-spectator variant
BellonaUnrealRuntime Forthcoming runtime-shipped UE plugin (companion to BellonaUnrealEditor); reciprocal task BELLONA-UE-RUNTIME-V2-001 in docs/domains/bellona/deep-dive/specifications.md; V2 runtime hot-reload, ad-hoc import, and live cosmetic delivery stay off behind ENABLE_V2_BELLONA_RUNTIME_HOT_RELOAD, ENABLE_V2_BELLONA_RUNTIME_ASSET_IMPORT, and ENABLE_V2_BELLONA_LIVE_COSMETIC_DELIVERY until Bellona ships it.

68.2 Hathor — Narrative, NPC AI, worldbuilding#

Package Used by V2 for
@hathor/llm-npc NPC dialogue + behavior generation, personality, emotional state, memory, world awareness (cross-ref §20-§36)
@hathor/narrative Story graphs, dialogue trees, quest systems for Story / Side Stories / Krypt / Chronicles / DJ Story
@hathor/domain-models Per-fighter timelines, rival relationship matrix, faction lore (cross-ref §82)
@hathor/simulation Open-world economy / politics / ecology for World Tour, Tekken Force, Devil Within, DJ street
@hathor/lore-compiler Engine-artifact export — Sequencer presets, datatables, dialogue banks (cross-ref §1, §73)
@hathor/validation Lore consistency checking against Sophia
@hathor/sophia-integration Research grounding for canonical fighter / venue / weapon lore
@hathor/quests Quest authoring for World Tour, Tekken Force, Devil Within, DJ Story, MyRISE
@hathor/characters Character entity types backing fighter codex / encyclopedia (cross-ref §84)

68.3 Isis — Generative asset factory#

Package Used by V2 for
@isis/3d-generation Multi-provider 3D asset generation for stage props, cosmetic accessories
@isis/ai-texturing Texture variant generation for costumes, palettes, decals (cross-ref §37, §44)
@isis/3d-scene-assembly Procedural stage variant assembly (weather / time-of-day / crowd dressing)
@isis/gaussian-splatting Real-world venue capture for licensed stages (cross-ref §65)
@isis/ai-video Auto-edit highlight reels, replay MP4 export, thumbnail generation
@isis/audio-generation Voice synthesis for crowd barks, NPC ambient, post-launch DLC dialogue (cross-ref §43, §67)
@isis/voice-cloning Per-commentator persona voice banks (cross-ref §43)
@isis/visual-dubbing Lipsync for AI commentary + post-launch dialogue (closes Audio2Face gap)
@isis/face-synthesis Face-from-photo for CAF / CAW import (cross-ref §37)
@isis/universal-rigging Auto-rig generated assets to V2 fighter skeleton
@isis/comfyui-sdk Workflow registry for asset generation jobs
@isis/outputs Output manifest with provenance lineage for every shipping asset
@isis/anomaly-detection Generation quality gate before Bellona cook

68.4 Aja — Motion capture, retargeting, pose#

Package Used by V2 for
@aja/motion-pipeline-sdk Top-level motion capture pipeline SDK (cross-ref §5)
@aja/human-mesh-recovery SMPL / SMPL-X body recovery for markerless mocap (replaces Move.AI / Plask)
@aja/neural-retargeting Skeleton retarget with frame-snap alignment to V2 fighter rig
@aja/motion-quality Per-take quality assessment before Bellona/mocap export
@aja/motion-processing Noise reduction, smoothing, artifact correction, gap fill
@aja/motion-validation Validity enforcement (no foot-skate, no clip-through, root-motion sanity)
@aja/optimization-ik IK optimization for retarget targets
@aja/domain-motion-pipelines Combat-domain motion authoring (cross-ref §3, §4)
@aja/fitness-animation Form-correct training-mode animations under Shakti coaching (cross-ref §60, §61)
@aja/blend-shape-retargeting Facial blend-shape retarget for MetaHuman face rig
@aja/depth-sensing iOS / Android markerless capture for pickup / dev iteration shoots
@aja/multi-view-reconstruction Multi-camera capture for studio shoots
@aja/consent-management Per-performer consent + revocation ledger for capture sessions. V2 uses @v2/aja-consent-nil-ledger to require active consent before Aja ingest, attach Themis @themis/likeness license IDs through consentChainRefs[], and block Aja processing plus Bellona cook after revocation.
@aja/content-watermarking Mocap-source watermark for forensic auditing

68.5 Iris — Conversational AI, voice, translation#

Package Used by V2 for
@iris/conversation-orchestration LLM commentary, in-match call generation under rollback-safe contract (cross-ref §43, §64). V2 uses @v2/iris-commentary-orchestration and the V2AICommentary plugin to call createMatchCommentaryStream, reject rollback-frame origins, cache by (matchId, cueId, cueTriggerFrame, branchId), and keep outputs audio/subtitle-only.
@iris/conversation-rag Frame-data Q&A, codex queries, in-game wiki retrieval (cross-ref §76)
@iris/conversation-providers-* Multi-provider failover (Anthropic / Google / OpenAI / local) for commentary + companion
@iris/memory-core Per-player conversation memory in companion app
@iris/agents Mobile-safe umbrella catalog at libs/iris/agents/ for built-in companion agents, launch readiness, task routing, and handoff to the existing agent implementation packages. V2 consumes it from apps/oshun/mobile/v2/ for in-app assistant readiness.
@iris/voice TTS + STT pipeline for voice chat + in-match commentary playback; V2 composes its createVoiceCallTranslation surface through @v2/iris-realtime-translation for spectator chat translation, commentary subtitle localization, broadcast overlays, and companion second-screen feeds while keeping outputs off rollback.
@iris/accessibility Wired through @v2/iris-accessibility for caption streaming, dyslexia-friendly typography, cognitive assistive UI, screen-reader bridge semantics, companion + main-client accessibility state, and native UE accessibility hooks. The bridge uses @v2/psyche-caption-streaming over @psyche/caption-streaming as the real-time caption provider.
@iris/concordia-assistant Appeal / dispute assistant for moderation + tournament-result conflicts; wired through @v2/concordia-substrate for consent-gated appellant / arbiter dialogue scaffolding

68.6 Psyche — Avatar behavior, lipsync, AI Director#

Package Used by V2 for
@psyche/behavior-prediction Per-player tendency profile feeding AI Director via @v2/psyche-ai-director-hints and V2AdaptiveAI; live in non-rollback modes, match-load snapshot for rollback-with-CPU
@psyche/behavior-coordinator Adaptive AI behavior selection
@psyche/avatar-lipsync AI-commentary viseme frames for commentator face animation driven by @iris/voice output
@psyche/avatar-expressions ARKit expression curves for commentator face animation layered over Psyche lipsync
@psyche/caption-streaming real-time match captions through @v2/psyche-caption-streaming for accessibility HUD captions, spectator mode, replay transcripts, companion captions, and broadcast observer captions; presentation-only and off rollback.
@psyche/action-safety Behavior anomaly guardrails plus Adaptive AI Director classifier transparency and opt-out for @v2/eu-ai-act-surface
@v2/eu-ai-act-surface V2 adapter composing @psyche/action-safety, @nous/safety, and @themis/accountability into the off-rollback EU AI Act registry for Adaptive AI, AI commentary, anti-cheat classifiers, and generation pipelines
@psyche/conferencing-core Voice-chat presence + matchmaking-party voice handling
@psyche/attention-tracker Eye-tracking driven menu navigation assist (PSVR2, Tobii)

68.6.1 Euterpe commentary audio bridge#

Package Used by V2 for
@v2/euterpe-commentary-ducking Commentary mix ducking contract that exports off-rollback FV2CommentaryDuckingMixSpec data from V2.Commentary into V2.DynamicMusic
@euterpe/master Loudness delta, dB/linear gain conversion, and sidechain envelope math for commentary mix ducking
@euterpe/accompany Dynamic music intensity, genre, arrangement density, and active instrumentation context for ducking decisions

68.7 Shakti — Combat sport, martial arts, form analysis#

Package Used by V2 for
@shakti/combat-sports Boxing, kickboxing, MMA, Muay Thai, wrestling reference biomechanics — feeds frame-data authoring (cross-ref §11-§14)
@shakti/martial-arts Technique database backing per-style move catalog
@shakti/form-analysis Player-driven fitness mode form correctness (cross-ref §60)
@shakti/biometrics Heart rate / recovery for opt-in fitness companion
@shakti/gamification Drill achievement + streak primitives for Combat Trials
@shakti/personalization AI-coach personalization for Mission Mode + Combat Trials
@shakti/fighting-ruleset-bridge Deterministic Shakti biomechanics → MK / SF / Tekken / SC / DJ frame-data profile transform for V2BalanceImporter
@shakti/sota-critical State-of-the-art combat-sport modeling for ruleset bridge and AI Director style detection (boxer, kickboxer, striker, grappler, submission-specialist)
@v2/shakti-ruleset-bridge V2 adapter converting @shakti/fighting-ruleset-bridge output into off-rollback V2BalanceImporter CSV rows and game-only reference-card corpus entries
@v2/shakti-style-classification V2 adapter converting @shakti/sota-critical per-player style classification into off-rollback AI Director matchup hints for V2AdaptiveAI
@shakti/sota-advanced Advanced biomechanical features for Aja → Shakti motion analysis loop

68.8 Maat — Live-ops, financial intelligence, balance#

The repo contains @maat/finance for V2 ledger authority and @maat/negotiation-intelligence; remaining V2 financial / live-ops packages below are planned until their package surfaces land.

Package State Used by V2 for
@maat/finance Wired Currency ledger, region-aware pricing, refund flow, regulatory compliance (replaces V2-only ledger); @v2/maat-finance-ledger bridges Maat decisions into the V2Persistence offline cache
@maat/intelligence Wired Balance dashboard telemetry analysis, pick-rate / win-rate / frame-data drift trend signals and anomalies through @v2/maat-balance-dashboard
@maat/dashboard Wired Governed designer-facing and operations-facing V2 balance dashboard manifest through @v2/maat-balance-dashboard
@maat/compliance Planned GDPR / CCPA / China / Korea / EU spend-cap and minor-account compliance
@maat/strategy Wired Source of truth for V2 seasons, Crown Points pool, Pro Circuit calendar, anniversary events, charity events, and balance ramp windows through @v2/maat-live-service-calendar
@maat/risk Planned Anti-fraud risk scoring on cosmetic purchases + wager match flows
@maat/reporting Wired V2 balance dashboard scorecards and chart-ready KPI payloads through @v2/maat-balance-dashboard; broader live-ops transparency reports remain planned

68.9 Sophia — Knowledge, RAG, citations#

Package Status Used by V2 for
@sophia/ingestion Wired Frame-data spreadsheet ingestion + patch-notes corpus build through @v2/sophia-release-candidate-ingestion on every release-candidate cook
@sophia/indexing Planned Vector index over frame-data, lore, patch notes, FAQ
@sophia/client Wired Companion-app codex / wiki queries through apps/oshun/mobile/v2/; web frame-data wiki, glossary, and roadmap RAG citations at /v2/wiki, /v2/glossary, and /v2/roadmap; lore-consistency calls from Hathor remain planned (cross-ref §76)
@sophia/evaluation Planned Retrieval quality gates on frame-data and lore answers

68.10 Nous — AI primitive toolkits#

Scope correction (third pass). Nous packages are primitive toolkits, not a hosting/serving layer. Upstream model hosting is done by the model providers themselves (Anthropic / OpenAI / Google / local) accessed via @iris/conversation-providers-*. Nous packages contribute the LLM-side reasoning primitives, vision/audio analysis primitives, training pipeline primitives, and safety primitives that V2 composes on top of that provider abstraction.

Package Used by V2 for
@nous/llm LLM client + reasoning toolkit — completion / chat / function-call / JSON-mode / structured-output / CoT / ToT / agent architecture / classification / extraction / prompt template + versioning. Consumed by every V2 AI service that needs LLM output (commentary, AI Director hints, classifiers)
@nous/vision Vision toolkit — detection, classification, depth, controlnet, consistent-character-generation, anomaly-detection, watermark-detection — consumed by anti-cheat visual checks, Isis-driven generation quality gates, performer-likeness verification
@nous/audio Audio toolkit — ASR, fingerprinting (music-swap detection), forensics, restoration, segmentation, audio-classification, watermark-detection — consumed by voice-chat ASR, music-swap-rights verification, anti-cheat audio analysis
@nous/platform Package exists but must be implemented before V2 AI services use it. Scope is fixed by V2/docs/decisions/nous-platform-scope.md: model registry, deployment manifests, routing metadata, cost caps, eval links, audit hooks.
@nous/training Wired through @v2/nous-anti-cheat-classifiers as the source of truth for the V2 anti-cheat training loop. V2 publishes labeled event-bus data and @nous/training trains smurf, win-trading, coordinated-throw, and geographic-anomaly classifiers.
@nous/safety Wired through @v2/nous-anti-cheat-classifiers for anti-cheat-classifier-suite.md; also hosts runtime Model Card metadata for adaptive-ai-director.md, ai-commentary.md, and generation-pipelines.md; the registry composes every card with @themis/accountability for EU AI Act audit.

68.11 Themis — Governance, IP, dispute resolution#

Package Used by V2 for
@themis/dispute-resolution DSA Statement-of-Reasons, moderation appeal flow, tournament-result dispute flow through @v2/themis-dispute-resolution
@themis/arbitration Anti-cheat appeal arbitration, crew conflict resolution
Themis Originality Shields — composes @themis/music-shield, @themis/visual-shield, @themis/text-shield, @themis/video-shield, @themis/design-shield UGC originality verification through @v2/themis-originality-shields (custom decals / logos / championships / music swaps). Every public UGC accept-gate blocks unless all required shields pass
@themis/transparency Semi-annual transparency report ingest, audit-trail surface
@themis/privacy DSR (access / erasure / portability / rectification) workflow consumed by @v2/themis-privacy-dsr-routing; V2 does not keep a standalone DSR ops console
@themis/accountability EU AI Act AI-system-of-record and conformity audit export for V2 Adaptive AI, AI commentary, anti-cheat classifiers, and generation pipelines (paired with @nous/safety Model Cards)
@themis/community Crew / clique / stable / faction governance primitives through @v2/themis-community-governance: rule committees, rule votes, member reputation standing, and constitution ratification for crew rules (cross-ref §36)
@themis/dao Optional decentralized faction governance (opt-in via Aje fan-token gate)
@themis/likeness (forthcoming — new library) Per-fighter / per-region / per-license-window NIL ledger schema. Correction from prior draft: @themis/identity is governance-identity scope (DID, eligibility, Sybil resistance) and is the wrong home for likeness rights. The NIL ledger lands as a new package; reciprocal tracker in docs/domains/themis/deep-dive/specifications.md section 11.8

68.12 Kuanyin — Moderation, restorative justice, performer protection#

Package Used by V2 for
@kuanyin/foundation 50+ harm-category taxonomy and severity classification wired through @v2/kuanyin-first-line-moderation as V2's first-line moderation policy source
@kuanyin/precognition Intent + emotion + typing-dynamics + cascade prediction wired through @v2/kuanyin-first-line-moderation for chat / replays / reports
@kuanyin/mindful-friction Pause-and-breathe, Samma Vaca reflection, compassion nudge, and rewrite-suggestion primitives wired through @v2/kuanyin-mindful-friction for pre-send moderation friction
@kuanyin/community-harmony Community temperature, conflict detection, faction detection, and raid defense wired through @v2/kuanyin-community-harmony for crew / faction / Battle Hub spaces
@kuanyin/performer-protection Real-time shield + boundary enforcement wired through @v2/kuanyin-performer-protection for licensed fighters and creator-suite uploads; cross-references Themis NIL stamps
@kuanyin/rehabilitation Cooldown ladder + restorative path for repeat offenders (replaces flat HWID ban escalation as first step)
@kuanyin/concordia-restorative Restorative-justice path for high-impact moderation actions; wired through @v2/concordia-substrate for anti-cheat appeal restorative preflight
@kuanyin/cross-domain Cross-product moderation correlation (e.g., flagged in V2 + Lilith + Aphrodite)
Forthcoming Rage-quit / competitive-salt cascade class — reciprocal tracker in docs/domains/kuanyin/deep-dive/specifications.md section 11.10
Package Used by V2 for
@aphrodite/age-verification Wired through @v2/aphrodite-age-gate as the backend-only age-gate driver for gore tier, adult fatalities, and region-conditional cinematics. Primitive-fitness audit parameterizes the mature-game profile, rejects the adult-content default profile, keeps 2257 / performer-protection / anti-CSAM performer workflows out of V2, and keeps the Aphrodite brand hidden from players.
@aphrodite/consent-engine Wired through @v2/aphrodite-consent-surfaces for per-feature consent surfaces covering telemetry, voice processing, and behavioral profiling. Historical prior draft package @aphrodite/consent does not exist; V2 uses receipt-backed, privacy-preserving decisions here instead.
@aphrodite/performer-sovereignty + @aphrodite/performer-autonomy Wired through @v2/aphrodite-licensed-likeness-safety for licensed-fighter likeness safety and revocation flow. The bridge cross-references Themis NIL stamps, blocks likeness surfaces and Bellona cooks after revocation, and replaces the historical prior-draft @aphrodite/performer-safety package, which does not exist.
@aphrodite/chat-moderation Adult-mode-adjacent chat moderation primitives reused for general post-match chat (composed under Kuanyin)
@oshun/region-rules Shared regional content-rule package for CN / DE / AU / NZ / KR gore variants and content cuts. V2 SKU cooks consume Aphrodite age / consent inputs, unknown regions default to the China most-restrictive profile, and the historical package @aphrodite/regional-content-rules must not be used.

68.14 Calliope, Euterpe, Uzume, Veritas — Creative & broadcast#

Package Used by V2 for
@calliope/persona-live Per-commentator AI artist persona with signed talent signoff, cleared voice clone metadata, brand metadata, and deterministic fallback bank
@calliope/cinema Auto-edit cinematic highlight reels, trailers, key-art generation
@calliope/sound-design Per-fighter signature sting + walkout cue authoring through @v2/karaoke-rhythm-combat-bridge
@calliope/distro Soundtrack / commentary persona distribution + rights mgmt
@euterpe/genesis Music generation for adaptive stems, per-fighter themes, seasonal drops, and V2 karaoke procedural backing tracks via @v2/karaoke-rhythm-combat-bridge (cross-ref §43, §132)
@euterpe/accompany Dynamic adaptive accompaniment for rhythm-combat fusion mode through @v2/karaoke-rhythm-combat-bridge; supplies V2 commentary mix ducking context for V2.DynamicMusic
@euterpe/protect Copyright clearance + DMCA-safe music swap for streamer mode through @v2/karaoke-rhythm-combat-bridge
@euterpe/master Mastering + per-locale loudness normalization for shipping audio; computes V2 commentary mix ducking gain from V2.Commentary
@uzume/broadcast Esports broadcast pipeline replacing standalone OBS / NDI / vMix glue (cross-ref §51, §79)
@uzume/lumina LED-wall / stage lighting for live tournament integration through @v2/esports-tools
@uzume/sonos Live audio engineering for tournament broadcasts
@uzume/prism Video / projection / LED systems for in-arena and broadcast through @v2/esports-tools
@uzume/nexus Show control bridge for production runtime
@veritas/fact-checking Post-match reporting + bracket result verification + esports news pipeline through @v2/esports-tools

68.15 Aje, Lakshmi, Aglaea, Yemaya, Metis — Cross-cutting#

Package Used by V2 for
@aje/identity Decentralized identity surface for optional Web3 cosmetic ownership
@aje/nft Optional cosmetic-NFT mint flow (opt-in and per-platform cert-gated — PS5 / XSX / Switch2 / iOS may prohibit entirely; gate fails the build via Tools/check-platform-cert-bans.py if violated)
@v2/aje-web3-cosmetic-ownership V2 adapter composing @aje/identity + @aje/nft for opt-in Web3 cosmetic ownership; CI cross-checks V2/legal/platform-cert-bans.json against PlatformCookAjeReachability.json with check-platform-cert-bans.py before cooked binaries can reach Aje packages.
@aje/rwa On-chain rights manifest for NIL / venue / IP partnerships (optional, same per-platform gate)
@aje/governance Fan-token gated faction governance (opt-in and per-platform cert-gated)
@v2/aje-faction-governance V2 adapter composing @aje/governance Snapshot spaces, ERC20 fan-token strategies, and faction proposals; CI cross-checks fan_token_gated_gameplay in V2/legal/platform-cert-bans.json against PlatformCookAjeReachability.json before cooked binaries can reach the fan-token governance surface.
@lakshmi/behavioral Wired through @v2/lakshmi-responsible-play-spend-insight for player-side opt-in spend insight. The V2 adapter composes @lakshmi/behavioral, @lakshmi/budgeting, and @lakshmi/transactions for parental controls, self-imposed caps, weekly summary reflection, and off-rollback store confirmation warnings. Correction from prior draft: @lakshmi/spend-insight does not exist.
@aglaea/style-coaching AI-driven cosmetic styling suggestions in Creator Suite (cross-ref §37). Correction from prior draft: @aglaea/style-intelligence does not exist; suggestion surface lives in @aglaea/style-coaching (composes @aglaea/style-evolution + @aglaea/style-taxonomy).
@aglaea/color-analysis Color-palette suggestion + harmony analysis for 16-slot color editor. Correction from prior draft: @aglaea/palette does not exist; color tooling lives in @aglaea/color-analysis.
@yemaya/projects Creator Suite content treated as Yemaya project artifacts (cross-ref §37, §39, §40)
@yemaya/asset-library Cosmetic catalog asset orchestration
@yemaya/safety Pipeline-side content moderation gate (Kuanyin upstream)
@yemaya/collaboration Multi-user Stage Editor + Move Editor (CRDT, Yjs)
@metis/adaptive Adaptive curriculum for Mission Mode + Combat Trials (cross-ref §61). Correction from prior draft: @metis/adaptive-paths does not exist; adaptive curriculum lives in @metis/adaptive.
@metis/tutoring AI-tutored tutorial generation adaptive to player skill. Correction from prior draft: @metis/ai-tutoring does not exist; AI tutoring lives in @metis/tutoring.
@metis/assessment Skill-gap detection feeding Combat Trials selection

68.16 Shared — Foundation infrastructure#

Package Used by V2 for
@oshun/identity Account + cross-progression + cross-product entitlement (replaces V2-only publisher account abstraction); V2 consumes v2-account-binding.ts for account state, 2FA, recovery, region binding, platform links, and v2-entitlement-claims.ts for Lilith / Shakti / Calliope default-on claims plus Aphrodite opt-in privacy rules via @v2/cross-product-entitlement
@oshun/audit-platform Forensic audit log for moderation, anti-cheat, and DSR (cross-ref §49, §80). V2 publishes canonical audit events from @v2/kuanyin-first-line-moderation, @v2/nous-anti-cheat-classifiers, and @v2/themis-privacy-dsr-routing; Oshun retains and exports the shared investigation records.
@oshun/data-residency Per-region routing (EU Frankfurt / Stockholm, JP Tokyo, KR Seoul, LATAM São Paulo, CN publisher cloud), including DSR subject-home route decisions for @v2/themis-privacy-dsr-routing
@oshun/event-bus Redis Streams cross-domain bus. V2Telemetry publishes v2.match.*, v2.cosmetic.*, and v2.player.* through this package with no V2-only telemetry ingest endpoint, including the standard game event taxonomy for session start/end, level load, death, achievement, purchase, UI interaction, and error; V2 also subscribes to hathor.*, isis.*, and maat.*.
@oshun/queue BullMQ wrapper for matchmaking, replay encode, batch jobs
@oshun/config (features module, libs/shared/config/src/features.ts) Staged rollout / region gating / A/B framework (replaces LaunchDarkly). Correction from prior draft: @oshun/feature-flags does not exist; feature-flag surface is exposed by @oshun/config
@oshun/cache Redis cache layer for presence, friend lists, leaderboard reads
@oshun/logging Pino-based structured logging across V2 services
@oshun/metrics Prometheus metrics emission required from day one across every apps/v2/* package and the V2Services Unreal module; the path is off rollback and cannot influence deterministic simulation.
@oshun/tracing OpenTelemetry tracing required from day one across every apps/v2/* package and the V2Services Unreal module for matchmaking / cosmetic-store / commentary call paths; the path is off rollback and cannot influence deterministic simulation.
@oshun/inbound-integrations Webhook / partner integration shell (Twitch Drops, Discord, stream integrations)
@oshun/shell-core (umbrella) + per-surface @oshun/* client packages TypeScript SDK consumed by apps/oshun/web and apps/oshun/mobile for V2 surfaces. Correction from prior draft: @oshun/sdk does not exist as a single package; the SDK surface is the @oshun/shell-core umbrella plus per-domain clients (@oshun/auth-client, @oshun/developer-portal, @oshun/concordia-integration, @oshun/persistence, @oshun/trust-safety, @oshun/persona-registry, etc.).
@oshun/contracts Cross-domain TypeScript contracts (cross-ref §4)
@oshun/proto gRPC protobuf definitions consumed by V2/ue/Source/V2Services/; the V2 esports / AI Director / AI commentary contracts live at libs/proto/src/oshun/v2/{esports,director,ai_commentary}/
@grpc/grpc-js (+ @grpc/proto-loader) Node gRPC runtime used by @v2/grpc-services to serve oshun.v2.esports.Esports, oshun.v2.director.Director, and oshun.v2.ai_commentary.Commentary; off rollback, cannot influence deterministic simulation
@oshun/openapi OpenAPI specs for V2 HTTP surfaces under apps/oshun/; the V2 public API is registered as v2-companion with handlers at apps/oshun/web/api/v2/, Next route adapters at apps/oshun/web/src/app/api/v2/, and canonical spec libs/openapi/v2/companion.yaml served from /api/v2/openapi.

68.17 Concordia substrate (Concordia library is planned-only)#

Correction from prior draft: libs/concordia/* does not exist; Concordia is a planned cross-domain mediation substrate (per DOMAINS.md:209). The substrate primitives V2 actually composes today are split across @nous/* and the existing Iris and Oshun integration shims. Treat the rows below as the substrate composition until the @concordia/* library lands.

Substrate primitive Used by V2 for
@nous/cooperative-bargaining Pareto / Nash / coalition search for tournament-result disputes, crew conflicts, anti-cheat appeals through @v2/concordia-substrate
@nous/preference-inference Private preference inference for parties to a dispute through @v2/concordia-substrate
@nous/agreement-search Agreement-DSL expression for crew constitutions, stable charters, tournament rule files through @v2/concordia-substrate
@nous/concordia-sealed-memory Sealed-memory storage for private intake records through @v2/concordia-substrate (no peer leakage during deliberation)
@iris/concordia-assistant Assistant flow for appellant / arbiter conversation through @v2/concordia-substrate; scaffolds consent-gated Iris dialogue, party-isolated prompt contexts, and sealed private-context refs
@oshun/concordia-integration Cross-domain integration shim (libs/oshun/concordia-integration/) wired through @v2/concordia-substrate for V2 → substrate event routing, nav descriptors, and redacted telemetry registration
@oshun/config Launch feature gate for external substrate exposure through ENABLE_V2_CONCORDIA_SUBSTRATE; defaults disabled while internal off-rollback composition checks continue
@kuanyin/concordia-restorative Restorative-justice path for high-impact moderation outcomes through @v2/concordia-substrate, with Kuanyin safety checks gating anti-cheat appeal restorative circles

V2 is the first deployment surface that composes these primitives end-to- end. Launch exposure is gated behind the @oshun/config features module via ENABLE_V2_CONCORDIA_SUBSTRATE, which defaults disabled until readiness signoff. The eventual @concordia/* library will collapse this composition; until then, V2 wires the substrate directly.

68.18 Apps shell#

App Used by V2 for
apps/oshun/web Marketing site, roster microsite, frame-data wiki at /v2/wiki, glossary at /v2/glossary, roadmap at /v2/roadmap, esports portal, news, status — all under shared shell with @sophia/client citations
apps/oshun/mobile Companion app, statbook, public API consumption, Discord Rich Presence handoff
apps/oshun/desktop Optional dev / tournament admin desktop client

68.19 Forthcoming (reciprocal Oshun work V2 forces)#

Each line below corresponds to a reciprocal task in the named domain's DOMAINS/<domain>/specifications.md so V2's needs are tracked in the Oshun roadmap, not in V2 alone.

  1. BellonaUnrealRuntime runtime-shipped UE plugin (companion to existing BellonaUnrealEditor). Owner: Bellona Runtime Integrations. ETA: 2026-06-30.
  2. Rollback-safe low-latency in-match commentary contract on @iris/conversation-orchestration. Determinism rule: commentary outputs are audio / subtitle only and never feed simulation state — the contract can be off-rollback because its outputs are gameplay-inert. Implemented by createMatchCommentaryStream and consumed by V2AICommentary. KO-trigger commentary uses the documented 800 ms latency budget and falls back to pre-recorded @calliope/persona-live lines keyed by (cueKind,ruleset,commentatorId,seed) if the Iris LLM round trip, persona TTS, or lipsync envelope is exceeded. The reserved components are Iris LLM round trip, persona TTS, lipsync, and safety margin. Owner: Iris.
  3. AI Director behavior-hint channel. Determinism rule (correction from prior draft): behavior hints CANNOT be a generic "off-rollback channel" for live rollback matches — both peers must run identical CPU logic inside the rollback envelope. Two valid modes only: (a) offline / training uses Psyche live tendency hints freely through @v2/psyche-ai-director-hints and V2AdaptiveAI; (b) online rollback-with-CPU defense-in-depth matches bake a tendency-vector + seed into the deterministic match-start input stream, then run rollback-deterministic AI for the match. Live mid-match Psyche updates are queued and applied at the next match-start. Owner: Psyche.
  4. Shakti per-player combat-style classification for AI Director matchups. @shakti/sota-critical detects boxer, kickboxer, striker, grappler, or submission-specialist from combat telemetry; V2 consumes the result via @v2/shakti-style-classification and V2AdaptiveAI as an off-rollback match-end or match-start snapshot hint. Owner: Shakti.
  5. Racing ecosystem bridge for Galatea vehicle-as-articulated-body driver probes, Saraswati hybrid / electric powertrain modeling, and Maya deterministic track/open-world traversal readiness is implemented by @v2/racing-ecosystem-bridge over @galatea/kinematics, @galatea/whole-body-control, @saraswati/ev, @maya/genesis-terrain, and @maya/genesis-urban. The bridge emits cook-time manifests only and rejects live race-frame RPCs. Owner: Galatea + Saraswati + Maya.
  6. Karaoke + rhythm-combat fusion is implemented by @v2/karaoke-rhythm-combat-bridge over @euterpe/genesis, @euterpe/accompany, @euterpe/protect, @calliope/sound-design, and @iris/voice. The bridge emits cook-time manifests for V2Mode_Karaoke, V2Mode_RhythmCombat, V2DynamicMusic, V2Audio, and the V2-owned pitch and rhythm scoring rubric; it rejects live rhythm-combat frame RPCs. Owner: Euterpe + Calliope + Iris.
  7. Cooking simulator mini-game embedding is implemented by @v2/hestia-cooking-minigame-bridge over @hestia/ai-ml, @hestia/cooking, @hestia/education, @hestia/ingredients, and @hestia/pantry. The bridge emits hestia.recipe-as-mini-game-script cook-time manifests for V2Mode_Cooking; it rejects live cooking frame RPCs. Owner: Hestia + V2.
  8. Aja → Bellona/unreal export with 60 Hz resampling and sub-frame alignment for source mocap; notify-segment authoring (hit-active, armor, cancel-window) remains in UE animation montage authoring, not the upstream pipeline. Owner: Aja + Bellona.
  9. Per-fighter / per-region / per-license-window NIL ledger schema in a new @themis/likeness library (NOT @themis/identity, which is governance- identity scope). Reciprocal tracker: docs/domains/themis/deep-dive/specifications.md section 11.8. Owner: Themis.
  10. Fighting-game live-service calendar shape (Crown Points pool, Pro Circuit calendar, balance ramp windows) is implemented by @maat/strategy and consumed through @v2/maat-live-service-calendar. Owner: Maat.
  11. Rage-quit / competitive-salt cascade class on @kuanyin/precognition distinct from generic toxicity. Owner: Kuanyin.
  12. Combat-sport ↔ fighting-game-ruleset bridge mapping real biomechanics onto MK / SF / Tekken / SC / DJ frame-data is implemented by @shakti/fighting-ruleset-bridge and consumed by @v2/shakti-ruleset-bridge as off-rollback V2BalanceImporter CSV rows, with explicit game-only reference cards where no real-sport antecedent exists. Owner: Shakti.
  13. Substrate composition for Concordia-style flows until libs/concordia/* exists: anti-cheat appeals + tournament disputes + crew conflicts compose @nous/cooperative-bargaining + @nous/preference-inference + @nous/agreement-search + @nous/concordia-sealed-memory + @iris/concordia-assistant + @oshun/concordia-integration + @oshun/config + @kuanyin/concordia-restorative in @v2/concordia-substrate; ENABLE_V2_CONCORDIA_SUBSTRATE gates external launch exposure while internal off-rollback checks continue. Owner: Nous + Iris + Oshun integration + Kuanyin.
  14. Fan-token gated faction governance opt-in on @aje/governance, consumed through @v2/aje-faction-governance and behind the fan_token_gated_gameplay per-platform cert-ban gate. Owner: Aje.
  15. Originality Shields launch — @themis/music-shield, @themis/visual-shield, @themis/text-shield, @themis/video-shield, @themis/design-shield now feed @v2/themis-originality-shields; V2 UGC accept-gates block unless the required shields pass. Owner: Themis.
  16. EU AI Act conformity surface for shipping AI services is implemented by @v2/eu-ai-act-surface, with @nous/safety hosting adaptive-ai-director.md, ai-commentary.md, anti-cheat-classifier-suite.md, and generation-pipelines.md Model Cards and @themis/accountability retaining the AI-system-of-record and conformity audit export for each surface. Adaptive AI additionally uses @psyche/action-safety classifier transparency and opt-out. _Owner: Psyche
    • Nous + Themis._
  17. Regional content-rule engine for gore variants per region — accepted ADR creates shared @oshun/region-rules; Aphrodite supplies age / consent inputs. Owner: Oshun platform + Aphrodite.

End of V2_DEPENDENCIES.md. Companion docs: V2_TODOS.md · V2_features.md · V2_ARCHITECTURE.md.