| User Interface (authoring) | Runtime/UI, Editor/.../RmlUiEditor | Authoring RmlUi documents and stylesheets in the editor, the world widget component versus screen-space UI, UI material brushes, and world text. The C# API is documented; the authoring side is not. |
| 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. |
| Blackboards (authoring) | Runtime/Assets/AssetTypes/Blackboard, Editor/.../Blackboard | Authoring a blackboard asset and its keys. The C# API is documented; the asset editor is not. |
| 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. |