A guardian at the edge of your world. Vord gives every actor two tools — a beacon (“I exist, and these are my tags”) and a sensor (“tell me when anything tagged X is within Y units”). A per-world subsystem drives a polling loop against a spatial hash, dispatches Blueprint events, and optionally replicates authoritative results — all without a single component tick.
Vord is deliberately small in surface area and deliberately correct in the details: lazy registration that survives World Partition streaming, a per-frame check budget to cap worst-case cost, optional async evaluation via ParallelFor, and opt-in advanced distance modes (navmesh path, acoustic occlusion, line-of-sight) that stay off the hot path until you ask for them.
Use it for: music layering, combat gates, stealth awareness, interaction prompts, AI senses, fast-travel blockers, horde density, ambient reactivity, boss arenas.
FGameplayTag. Exact match or parent-inheritance per query.BeginPlay. No actor ever ticks just to be detectable.UAISense_Vord so controllers see proximity stimuli alongside Sight/Hearing.FVordMessage on per-query channel tags — otherwise compiled out transparently.| Mode | Cost | When to use |
|---|---|---|
| Euclidean | ⚡ Cheapest — raw 3D DistSq | Default. Good for most gameplay. |
| Euclidean + Z | ⚡ Cheap — 2D + vertical gate | Top-down, level-aware music, multi-floor dungeons. |
| Nav Path | ⚙ Opt-in — async navmesh path length | AI / stealth reactions that respect geometry. Falls back to Euclidean if no navmesh. |
| Acoustic | ⚙ Opt-in — distance × occlusion multiplier | Perceptual approximation. Wire a provider for Steam Audio / Wwise fidelity. |
| Class | Purpose |
|---|---|
| UVordBeaconComponent | Lightweight advertiser. Replicated tags + active flag. Zero-tick, self-registering. |
| UVordSensorComponent | List of queries. Emits entered / exited / nearest / count events. |
| UVordWorldSubsystem | Spatial hash, polling loop, frame budget, acoustic provider, manifest. |
| FVordQuery | One question on a sensor — tag, range, distance mode, LOS, authority, message channel. |
| UVordPersistentManifest | Cooked list of permanent beacons for long-range gather across unloaded cells. |
| UAISense_Vord + Bridge | Forwards events into UE's AI Perception pipeline automatically. |
Drop the Vord folder into your project's Plugins/ directory, enable Gameplay Abilities, and build. Full documentation and recipes are a click away.