This page tracks systems that are implemented in the engine but are not yet
covered, or are only covered indirectly. It exists so gaps are visible rather
than silently absent. Remove an entry when its page lands.
If you are looking for something to contribute, this is the list.
| Topic | Where the source is | What a page needs to cover |
|---|
| UI material brushes and world text | Runtime/UI, World/Entity/Components/TextComponent.h | Using a material as a UI brush, and MSDF world-space text. The rest of the UI stack is now covered by the User Interface section. |
| Input modes and contexts | Runtime/Input/InputMode.h, InputContext, InputViewport | How UI versus Game input mode and mouse capture are chosen, and how input is routed per viewport. Actions and their bindings are covered in Input. |
| Project and editor settings | Runtime/Config, Editor/Source/Settings | What each settings class controls, where values are stored, and which ones require a restart. |
| Foliage | Runtime/World/Entity/Components/FoliageComponent.h, Editor/.../FoliageEditMode | Painting instanced foliage, density and scale, and how foliage re-projects after terrain edits. Currently only mentioned in passing on the Terrain page. |
| Audio streams and procedural audio | Runtime/Assets/AssetTypes/Audio, ProceduralAudioComponent | Streaming audio assets and the procedural audio component. The Audio section covers sources, buses, and settings. |
| Camera shakes | Runtime/World/Entity/Components, camera rig system | Authoring shakes and playing them. Cameras covers components and rigs. |
| Geometry collections and destruction | Runtime/Assets/AssetTypes/GeometryCollection, DestructibleComponent | Authoring destructible assets end to end. Materials & Destruction covers part of this. |
| Console variables reference | grep TConsoleVar across Engine/Source | A user-facing list of the console variables worth setting. The mechanism is documented in Diagnostics. |
| Topic | Where the source is | What a page needs to cover |
|---|
| UI internals | Runtime/UI, RmlUiBridge, RmlUiRenderer | The RmlUi integration: document and context lifetime, the world widget render path, material brushes, and the editor context tick. |
Removed from the docs because the feature is not currently reachable, rather than
because the page was missing. Restore the documentation when the gap closes.
| Topic | What happened |
|---|
[Instanced] script properties | A [Property]’s value lives in native memory and the C# side reaches it through an accessor. FInstancedStruct properties are appended natively (Scripting::AppendScriptPropertiesToClass), but a script cannot yet declare or read one, so the “Instanced properties” section was removed from Entities & Components. The C++ workflow on the Reflection page is unaffected. |
| Strings and asset references in maps | Lists now cover every element type (TVector<T> of a plain value, an FString, an FName, or a TObjectPtr<T>). Still missing: a map with a string or object key or value, and a list or map of asset references. The native containers support all of them already (FScriptArrayElementDesc drives element lifecycle through the element’s own FProperty), so this is C#-side view work only: THashMap<K, V> does not route its slots through ElementMarshal the way TVector<T> does. |
| Topic | Status |
|---|
| Generated API reference | Deferred. A class reference generated from the reflection database is the intended eventual home for per-type and per-property documentation. The hand-written manual comes first. |
- Verify against the source. Do not describe intended behavior, describe what the
code does.
- Distinguish implemented, partially implemented, and planned explicitly. If a
system has a role or a flag reserved for future work, say so rather than
implying the feature exists.
- Keep code examples in step with the real API. Never invent a call to round out
an example.
- No em dashes.
- Add the page to the sidebar in
astro.config.mjs, and remove its row here.