PlanetX Docsv1.0.1
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Public API ReferenceSource verified

Public API Overview

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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

TierIntended use
Stable Gameplay APISupported gameplay integration surface. Signatures, reflected shape, documented behavior, and failure or consume contracts are protected.
Advanced and Diagnostics APISupported specialist surface. Breaking changes require deprecation and migration guidance.
Authoring and Editor APISupported for editor workflows; cooked-runtime support is not implied.
Internal or Test-only APINo 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

AreaPrimary types
Runtime facadeUPlanetXSubsystem
Planet representationAPlanetXPlanetActor, UPlanetXPlanetComponent, UPlanetXPlanetProxyComponent
Participating actorsUPlanetXCoordinateComponent, UPlanetXMovementComponent, UPlanetXViewpointComponent, UPlanetXTravelReceiverComponent
Authoring dataUPlanetXPlanetAsset, UPlanetXSurfacePreset
Movement handoffUPlanetXMovementHandoffLibrary

#Module and subsystem access

Add the runtime module to the consuming game's Build.cs:

csharp
PublicDependencyModuleNames.AddRange(new[] { "PlanetX" });

Use a valid Game Instance to obtain the subsystem in C++:

cpp
#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 bool return reports whether the operation completed. Do not consume output parameters after false unless that function explicitly documents diagnostic output.
  • For enum-returning queries, accept output only for a success status.
  • Treat None IDs, 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.