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Медиа 1 для объявления Vord "Tag-driven proximity awareness, done right."

Описание

Discord: https://discord.gg/xCKmS8u544
Documentations: https://darksaintgames.com/documentations/vorddocumentation/

Website: https://darksaintgames.com/
showcase video: https://youtu.be/BE3eGpjBoWI?si=QHMOJyXVflbcoF3S

Vord is a drop-in proximity awareness system for Unreal Engine 5.7+.

Stop writing brittle overlap boxes, hand-rolled distance checks, and per-actor tick loops. Vord gives every actor in your world a lightweight Beacon ("I exist and I am these GameplayTags") and lets any other actor attach a Sensor that asks one or more questions of the world each frame: "Is anything tagged Enemy.Boss within 3000 units? Anything tagged Music.Combat within 8000? Anything tagged FastTravel.Blocker within 500?"

All queries are resolved by a single spatially-hashed world subsystem — no per-actor ticking, no overlap volumes, no manual bookkeeping. It scales from a handful of NPCs to open-world crowds and streams cleanly through World Partition and level streaming.

Core features
  • GameplayTag-native. Beacons and sensors speak pure FGameplayTag — parent/child matching, exact matching, multi-tag beacons (Enemy.Boss + Faction.Undead) all out of the box.

  • Spatial hash, not overlap volumes. O(1) lookups for "everything tagged X near location Y." No physics body bloat.

  • Per-query poll rates. Long-range music query polls at 2 Hz, close-range combat gate polls at 30 Hz — on the same sensor.

  • Four distance modes, opt-in from cheap to accurate:

    • Euclidean — default, fastest

    • Euclidean + Z Tolerance — top-down / level-aware gameplay

    • NavPath — async navmesh path length (stealth, AI)

    • Acoustic — trace + audio-volume perceptual approximation (complements Wwise / Steam Audio, doesn't replace them)

  • Line-of-sight filtering on any query, configurable trace channel.

  • Server-authoritative queries with automatic replication — owning client replays entered/exited events from the replicated delta, so gameplay reactions are identical server-side and client-side without double-evaluating.

  • Async evaluation. Flip p.Vord.AsyncEnabled and the compute phase of every eligible query runs over ParallelFor. Game-thread correctness preserved; only throughput changes.

  • World Partition & level streaming aware. Beacons auto-register/unregister on BeginPlay/EndPlay. HLOD duplicates filtered automatically.

  • Persistent manifest (optional). Detect tagged actors across unloaded WP cells for long-range awareness (fog-of-war, radar, quest markers).

  • AI Perception integration. Ship with UAISense_Vord + AISenseConfig_Vord and a one-click Vord → AI Perception Bridge component. Vord events flow into any UAIPerceptionComponent alongside Sight and Hearing — zero glue code.

  • GameplayMessageRouter broadcasts (optional). Any query can publish to a tag channel (Vord.Music.CombatEntered, Vord.FastTravel.Blocked) so subsystems subscribe without hard references.

  • Data validation. Editor-time validator catches bad tags, empty queries, and misconfigured beacons before PIE.

  • Full Blueprint + C++ API. Every type, event, and query is exposed to Blueprints.

  • 100% source, commented, and unit-tested. VordTests module ships with a deterministic test suite for the subsystem, spatial hash, and sensor diffing.

What people use Vord for
  • Dynamic music systems (combat layers, biome layers, boss stingers)

  • Stealth / detection cones that actually respect navigation

  • Fast-travel / save-point gating ("you cannot fast-travel with enemies nearby")

  • AI group behavior ("am I outnumbered in a 1500-unit radius?")

  • Quest triggers and region-based scripting

  • Minimap / radar / fog-of-war

  • Ability gating ("this spell fails if a Warding beacon is within 800 units")

  • Crowd / faction awareness in open-world games

Technical details
  • Engine: Unreal Engine 5.7

  • Modules: Vord (Runtime), VordEditor (Editor), VordTests (DeveloperTool)

  • Platforms: Windows, Mac, Linux, consoles (engine-portable C++)

  • Dependencies: GameplayAbilities, DataValidation, optional GameplayMessageRouter

  • Networking: Fully replicated, server-authoritative queries supported

  • Blueprint + C++: Full API surface both

  • Source included: Yes

Built for Unreal 5.7+ with World Partition, level streaming, and replication in mind.

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