Public API Overview
PlanetX gameplay integrations use the PlanetX runtime module. The primary Blueprint facade is UPlanetXSubsystem; actors and components provide registration, coordinate, movement, transition, environment, and arrival behavior.
This reference is based on the public headers shipped with PlanetX 1.0 under Source/PlanetX/Public/PlanetX.
#API support tiers
| Tier | Intended use |
|---|---|
| Stable Gameplay API | Supported gameplay integration surface. Signatures, reflected shape, documented behavior, and failure or consume contracts are protected. |
| Advanced and Diagnostics API | Supported specialist surface. Breaking changes require deprecation and migration guidance. |
| Authoring and Editor API | Supported for editor workflows; cooked-runtime support is not implied. |
| Internal or Test-only API | No external compatibility guarantee. |
The presence of a type in a public header does not by itself assign it to a support tier. Avoid treating generated-mesh intermediates, bake passes, runtime services, or serialized implementation payloads as game-facing contracts.
#Primary types
| Area | Primary types |
|---|---|
| Runtime facade | UPlanetXSubsystem |
| Planet representation | APlanetXPlanetActor, UPlanetXPlanetComponent, UPlanetXPlanetProxyComponent |
| Participating actors | UPlanetXCoordinateComponent, UPlanetXMovementComponent, UPlanetXViewpointComponent, UPlanetXTravelReceiverComponent |
| Authoring data | UPlanetXPlanetAsset, UPlanetXSurfacePreset |
| Movement handoff | UPlanetXMovementHandoffLibrary |
#Module and subsystem access
Add the runtime module to the consuming game's Build.cs:
PublicDependencyModuleNames.AddRange(new[] { "PlanetX" });Use a valid Game Instance to obtain the subsystem in C++:
#include "PlanetX/Subsystems/PlanetXSubsystem.h"
UPlanetXSubsystem* PlanetX = GameInstance->GetSubsystem<UPlanetXSubsystem>();In Blueprint, use the Game Instance Subsystem node. Do not call World Context functions while the world is unavailable or tearing down.
#Shared failure rules
- A
boolreturn reports whether the operation completed. Do not consume output parameters afterfalseunless that function explicitly documents diagnostic output. - For enum-returning queries, accept output only for a success status.
- Treat
NoneIDs, invalid object references, expired handles, and non-success error enums as normal failure states. - Pass explicit Planet, Binding, Section, and Level Pair IDs when more than one candidate can exist.
- Refresh runtime context after registration or streaming changes.
Blueprint display names can differ from C++ symbols. The names and include paths in this reference use the C++ declarations.