Darksaint Games

Vord

UE 5.7+ · Tag-Driven Proximity Awareness · Beta v0.1.0
Beta v0.1.0 GameplayTagsAIReplication

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.

EngineUE 5.7+
StudioDarksaint Games
NetworkServer-Authoritative (opt-in)
DependenciesGameplayAbilities
Vord — featured hero art
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What Vord Is For

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.

Features
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Tag-Driven
Everything keys off FGameplayTag. Exact match or parent-inheritance per query.
Zero-Tick Beacons
Beacons self-register on BeginPlay. No actor ever ticks just to be detectable.
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Spatial Hash
O(1) bucket lookup with a configurable cell size; only nearby cells are walked per query.
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Multi-Query Sensors
One sensor composes many questions — short-range combat + long-range music on one boss.
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Async Evaluation
Compute phase runs on workers; apply/events remain on the game thread.
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Replicated Results
Server-authoritative queries replicate state to the owning client with delta-replay of entered/exited events.
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AI Perception Bridge
Drop-in UAISense_Vord so controllers see proximity stimuli alongside Sight/Hearing.
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Message Router (Optional)
If the GameplayMessageRouter plugin is present, Vord broadcasts FVordMessage on per-query channel tags — otherwise compiled out transparently.
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World Partition Aware
Optional cook-time Persistent Manifest answers long-range queries across unloaded cells.
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Action Gates
Project-level rules block tagged actions (fast travel, save, interact) by proximity.
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Distance Modes
ModeCostWhen to use
Euclidean⚡ Cheapest — raw 3D DistSqDefault. Good for most gameplay.
Euclidean + Z⚡ Cheap — 2D + vertical gateTop-down, level-aware music, multi-floor dungeons.
Nav Path⚙ Opt-in — async navmesh path lengthAI / stealth reactions that respect geometry. Falls back to Euclidean if no navmesh.
Acoustic⚙ Opt-in — distance × occlusion multiplierPerceptual approximation. Wire a provider for Steam Audio / Wwise fidelity.
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Core Types
ClassPurpose
UVordBeaconComponentLightweight advertiser. Replicated tags + active flag. Zero-tick, self-registering.
UVordSensorComponentList of queries. Emits entered / exited / nearest / count events.
UVordWorldSubsystemSpatial hash, polling loop, frame budget, acoustic provider, manifest.
FVordQueryOne question on a sensor — tag, range, distance mode, LOS, authority, message channel.
UVordPersistentManifestCooked list of permanent beacons for long-range gather across unloaded cells.
UAISense_Vord + BridgeForwards events into UE's AI Perception pipeline automatically.

Get Vord (Beta v0.1.0)

Drop the Vord folder into your project's Plugins/ directory, enable Gameplay Abilities, and build. Full documentation and recipes are a click away.