Runtime Integration
The public runtime facade is UPlanetXSubsystem, a Game Instance Subsystem. World-specific registries and services are implementation details; gameplay code uses the facade and public components.
#Planet registration
APlanetXPlanetActor includes Planet, Proxy, Transition Morph, Atmosphere, and Volumetric Cloud components. Assign a Planet Asset on the Planet Component and use bAutoRegisterRuntime, or call RegisterToPlanetXRuntime.
When several actors share one Planet ID, retain the Planet Binding ID and pass it to queries. Automatic resolution that assumes a single instance can become ambiguous.
#Participant actors
Add components as required:
- Coordinate for Planet/Section references, canonical pose, vector conversion, and Spatial Entry policy
- Movement for planet gravity, input/force/impulse, surface snap, and alignment
- Viewpoint for transition observation
- Travel Receiver for resuming pending travel after Level Handoff
- Transition Endpoint for Section entry/exit conditions and presentation
#Begin Play order
The Planet Actor must register before participants can resolve runtime context. If streaming can delay that order, use RefreshRuntimeRegistration, RefreshRuntimeContext, or the Travel Receiver retry policy.
#Before packaging
Check Full Validate, current Proxy Bake, current Generated Visual and Material output, Runtime Preview Worlds, and cooked asset bundles. A working editor preview does not prove that runtime payloads are cooked.