# V4 Unreal Modules

This manifest mirrors `V4/ue/V4.uproject` and `V4/V4_ARCHITECTURE.md` Module
Split. Unreal source modules live under `V4/ue/Source/<ModuleName>/`; the
primary game module remains `V4/ue/Source/V4/`.

| Module           | Type          | Loading phase  | Dependencies                                                                                                                                                                                                                                                                                                                                                                   | Purpose                                                                                                             |
| ---------------- | ------------- | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- |
| V4               | Runtime       | Default        | Core, CoreUObject, Engine, GameplayTags, InputCore                                                                                                                                                                                                                                                                                                                             | Primary game module and bootstrap surface for the V4 UE project.                                                    |
| V4Core           | Runtime       | Default        | Core, CoreUObject, Engine, InputCore, Slate, SlateCore                                                                                                                                                                                                                                                                                                                         | Engine subsystems, save-game orchestration, tag registry integration, and dev-only cheats.                          |
| V4Gameplay       | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, GameplayAbilities, GameplayTags, GameplayTasks                                                                                                                                                                                                                                                                                              | GAS ability system component, attributes, gameplay effects, and match state.                                        |
| V4Tactical       | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Animation, V4Input, EnhancedInput, GameplayAbilities, GameplayTags                                                                                                                                                                                                                                                            | Tactical FPS aiming, recoil, stance, cover, gadgets, revive, and weapon attachments.                                |
| V4Stealth        | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Perception, GameplayAbilities, GameplayTags                                                                                                                                                                                                                                                                                   | Realtime stealth systems for light, sound, body-drag, disguise, gadgets, and mark-execute.                          |
| V4Tactics        | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Perception, V4Schedules, GameplayAbilities                                                                                                                                                                                                                                                                                    | Realtime tactics party control, command queues, showdown mode, and vision cones.                                    |
| V4ActionRPG      | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Animation, GameplayAbilities, GameplayTags                                                                                                                                                                                                                                                                                    | Action RPG combat systems for stamina, posture, parry, dodge, transformations, charms, and spells.                  |
| V4RTS            | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Netcode, GameplayAbilities, GameplayTags                                                                                                                                                                                                                                                                                      | RTS economy, build, production, fog, tech tree, pathfinding, age-up, and wonder systems.                            |
| V4Arcade         | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Animation, GameplayAbilities, Paper2D                                                                                                                                                                                                                                                                                         | 2D run-and-gun side-scroll camera, pickups, power-ups, lives, platforms, and ladders.                               |
| V4Perception     | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, AIModule, NavigationSystem                                                                                                                                                                                                                                                                                                                  | Unified NPC sight, sound, suspicion, faction recognition, decay, and alert propagation.                             |
| V4Crowd          | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Perception, MassEntity, MassNavigation, MassAIBehavior, MassMovement, MassReplication, MassSignals                                                                                                                                                                                                                                        | Hitman-style crowds, population tiers, panic propagation, disguise checks, and tick budgeting.                      |
| V4Schedules      | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Crowd, V4Perception                                                                                                                                                                                                                                                                                                                       | NPC daily routines, patrol graph assets, schedule runtime, hooks, and deterministic schedule clocks.                |
| V4Animation      | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, AnimGraphRuntime, PoseSearch, Mover, Chooser, MotionWarping                                                                                                                                                                                                                                                                                 | Animation blueprints, motion matching via PoseSearch, chooser tables, IK, retargeting, and MetaHuman glue.          |
| V4Input          | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, EnhancedInput                                                                                                                                                                                                                                                                                                                               | Enhanced Input routing, input mapping context stack, cover-stick, tac-map cursor, and motion parser.                |
| V4Netcode        | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, NetworkPrediction, Iris, OnlineSubsystem, ReplicationGraph                                                                                                                                                                                                                                                                                  | Server authority, lag compensation, RTS lockstep, rollback-emulated prediction, and replication bands.              |
| V4Modes          | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, ModularGameplay, GameFeatures                                                                                                                                                                                                                                                                                                   | Mode registry, transitions, GameFeature activation, routing, and quick-play playlist runner.                        |
| V4UI             | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, UMG, CommonUI, ModelViewViewModel                                                                                                                                                                                                                                                                                                           | CommonUI front-end shell, MVVM registry, focus graphs, menus, settings, social UI, and per-cell HUDs.               |
| V4Audio          | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, MetasoundEngine, AudioModulation, AudioGameplayVolume                                                                                                                                                                                                                                                                                       | Runtime audio bootstrap, music stacks, voice barks, foley, spatial audio bridge, and MetaSound patches.             |
| V4VFX            | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, Niagara                                                                                                                                                                                                                                                                                                                                     | Niagara VFX dispatch, muzzle flash, decals, debris, weather, combat VFX, projectiles, and LOD buckets.              |
| V4Cinematics     | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, MovieScene, Sequencer, MovieRenderPipelineCore                                                                                                                                                                                                                                                                                              | Sequencer-driven cinematics, slow motion, camera-language presets, tracks, and render-pipeline templates.           |
| V4Persistence    | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, Serialization                                                                                                                                                                                                                                                                                                                               | Save games, profile, currency ledger, contract progress, replay storage, sync, versioning, and migration.           |
| V4OnlineServices | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, OnlineSubsystem, OnlineServicesInterface, OnlineServicesCommon, EOSShared                                                                                                                                                                                                                                                                   | Login, friends, parties, matchmaking, sessions, leaderboards, replay upload, and presence.                          |
| V4Telemetry      | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, HTTP, Json                                                                                                                                                                                                                                                                                                                                  | Batched telemetry queue, event schema serialization, offline retry, opt-out, and secure transport.                  |
| V4Vehicles       | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, ChaosVehicles                                                                                                                                                                                                                                                                                                                   | Shared vehicles, helo, snowmobile, humvee, tank, cargo truck, horse, boats, submarine, mounts, and damage.          |
| V4Procgen        | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, PCG                                                                                                                                                                                                                                                                                                                                         | Procedural mission generation, PCG graphs, chunk constraints, playability validation, determinism, and daily seeds. |
| V4LevelOps       | Runtime       | Default        | Core, CoreUObject, Engine, V4Core, V4Schedules                                                                                                                                                                                                                                                                                                                                 | Environmental-kill graph, story-script glue, trigger systems, and crowd-density profiles.                           |
| V4Tests          | DeveloperTool | Default        | Core, CoreUObject, Engine, V4Core, V4Gameplay, V4Tactical, V4Stealth, V4Tactics, V4ActionRPG, V4RTS, V4Arcade, V4Animation, V4Input, V4Netcode, V4Modes, V4UI, V4Audio, V4VFX, V4Cinematics, V4Persistence, V4OnlineServices, V4Telemetry, V4Vehicles, V4Procgen, V4LevelOps, V4Perception, V4Crowd, V4Schedules, GameplayAbilities, GameplayTags, Gauntlet, FunctionalTesting | Automation specs, Gauntlet drivers, golden replay harnesses, and feel-test scaffolding.                             |
| V4Editor         | Editor        | PostEngineInit | Core, CoreUObject, Engine, V4Core, V4Schedules, V4Tactical, InputCore, UnrealEd, EditorSubsystem, EditorScriptingUtilities, ToolMenus, Slate, SlateCore                                                                                                                                                                                                                        | Mission editor, contract authoring, schedule tools, recoil inspection, RTS map editing, and 2D stage editing.       |
