// Copyright (c) 2013-2025 Daniel Acourt. Version 37.0.0. Licensed under GPLv3 (See LICENSE). Last Updated: 2026-08-05
The Sovereign Framework (WispCPP7VR) is a high-performance, modular C++ architecture for Unreal Engine designed for immersive VR experiences. It provides a robust foundation for entity possession, data-driven simulations, and real-time environmental telemetry. The framework blends rigorous technical standards with a spiritual, meditative theme centered around "Wisps," "Souls," and "Possession."
The Sovereign_Intelligence/ folder is the administrative and cognitive engine of the framework, running locally to interface your Unreal Engine simulation directly with local hardware acceleration (e.g. your GTX 5090).
IronOfficer/bridge.py(The Bridge): A local high-performance FastAPI server. It acts as the gatekeeper for system telemetry, AAS (Agency Arbitration Schema) protocol validation, and PSTA (Provable Trust) evaluation.IronOfficer/vessel.py(The HMI): A lightweight console chat medium allowing you to communicate directly with the local AI model (using Ollama and Llama3.1) and issue/reportcommands.
To ensure absolute epistemic grounding and prevent systemic hallucinations, the bridge enforces two fundamental architectural pillars:
| Principle / Guard | Academic & Systems Lexicon | Operational Manifestation |
|---|---|---|
| The Soul & The Vessel | Ontological Decoupling / State Survivability | We decouple the Cognitive State (The Soul) from the Physical Instance (The Vessel). The AI's identity and data contracts survive even if the physical render or hardware node collapses. |
| The Symmetrical Guard | Epistemic Grounding / Symmetrical Co-inference | We prevent hallucinations by forcing a Symmetrical Guard. The AI cannot make claims about its environment without executing a physical measurement tool first. It grounds 'thinking' in 'doing.' |
The bridge exposes specialized REST endpoints for real-time simulation synchronization:
POST /v1/unreal/checkin: Performs a 07 Protocol check-in handshake to verify connectivity and initialize the global authority boost.POST /v1/unreal/telemetry: Ingests multi-component BlackBox telemetry data and PSTA viability parameters from simulation souls.POST /v1/unreal/chat: Supports stateful/stateless dialogue between simulation-born actors (e.g. starting withSIM_) and the AI, returning detailed diagnostic tool execution logs.POST /v1/aas/handshake: Dynamically re-arms a single-use global authority boost (+0.5VSS) to clear administrative logical barriers.
The project adheres to a strict Single Source of Truth (SSoT) hierarchy, managed within the AI_Nexus/ directory to ensure alignment between high-level intent and low-level implementation. Refer to the AI Nexus Master Index for a complete file map.
- Level 0: Timeline & Evolution. Tracks the project's historical context and long-term vision.
- Level 1: The Rulebook. Standard operating procedures, multi-agent coordination protocols, and architectural constraints.
- Level 2: Identity & Internal Logic. Defines the "Current Truth" for every actor in the world via the
USovereignSaveableEntityComponent(The Soul).
Evolved from a monolithic entity component, the Sovereign Soul operates on a decoupled, Mediator-based Hub pattern (The Soul Hub):
- Central Mediator:
USovereignSaveableEntityComponentregisters specialized brokers onBeginPlayand orchestrates all serialization and Bridge transmission. - Specialized Components:
USovereignBioComponent(Biology, Lineage, Maturity, Metabolism)USovereignQiComponent(Core Cultivation, Qi Capacity, Alignment, Resonance)USovereignElementComponent(Body Sockets, Resistance, Affinities)USovereignAttributeComponent(Core RPG attributes, Health)
- Categorized Truth: All telemetry is organized into clean named root categories (
Identity,Bio,Qi,Elements,Attributes,UnknownTags) preventing data pollution.
To support flexible, non-blocking visual feedback during active VR play sessions:
USovereignMasterHUD: Handles automated runtime discovery of registered specialized component brokers and injects the Soul Hub pointer into nested sub-widgets.USovereignBaseWidget: Automates UI element show/hide logic based on active category brokers and converts serialized states to simple C++-handledTMap<FString, FString>maps for safe, robust Blueprint binding.USovereignBridgeSubsystem::ExecuteAASHandshake: Exposes aBlueprintCallableaction to request an authority boost directly from Unreal. This enables actors to dynamically lift409 CONFLICTgates when telemetry pushes collide with single-use handshake tokens during concurrent world-initialization.
Possession is a critical mechanic governed by a strict Standard Operating Procedure (SOP) to prevent actor-state corruption and ensure visual consistency in VR. The lifecycle is managed by HandlePossessionLifecycle(), which toggles between entering and exiting a host.
All attachments during the possession lifecycle must use:
FAttachmentTransformRules::SnapToTargetNotIncludingScale
This ensures the possessing Spirit does not inherit the scale of its host Vessel, maintaining visual integrity.
- Targeting: Performs a
SphereTraceSingleForObjectsto find a valid Vessel. - Validation: Checks
CanBePossessed()via theIInteractionInterface. - Attachment: Uses the "Sovereign Rule" to attach to the target's
GetPossessionAttachmentComponent(). - Control Handover: The Player Controller
Possess()es the target Pawn. - Spirit State: The Spirit actor is hidden, and collision is set to
QueryOnlyto avoid physical interference while inhabiting the host.
- Unhide & Physics: Restores the Spirit's visibility and
QueryAndPhysicscollision. - Detachment: Calls
DetachFromActor(FDetachmentTransformRules::KeepWorldTransform). - Safe Offset: Applies a safe world offset (e.g.,
Z + 80.0f) to prevent the Spirit from spawning inside the host's collision. - Re-possession: Control is handed back to the Spirit actor via
PC->Possess(this).
The Sovereign Framework features advanced "Digital Twin" capabilities, allowing it to consume real-world IoT data.
Fish Tank Alpha (FTA) is the flagship implementation of this system, mapping live environmental telemetry from DansOfficeTank_0 to Unreal Actor properties:
temp_c: Water temperature (Celsius).ph_val: pH level.water_depth_mm: Water depth in millimeters.
The Black Box Protocol (B-002) is a specialized persistence layer designed for "Mission-Critical Truth." It ensures that high-fidelity telemetry survives even if the simulation "Soul" is decoupled from its current "Vessel."
- Delta-Based Logging: Only records data when changes exceed a defined threshold (default: 0.2), minimizing storage bloat while capturing significant events.
- Truth Ingestion (The Replay): Supports replaying external telemetry (e.g., from a Raspberry Pi) back into Unreal actors, enabling high-fidelity 3D reconstruction and historical visualization.
- Atomic Persistence: Uses the
USovereignBlackBoxSubsystemto perform atomic writes to standalone JSON files in/Saved/BlackBox/, protecting against data corruption. - Identity-Linked: Logs are partitioned by
EntityID(Guid), creating a permanent historical record for every sovereign entity.
See the Black Box Protocol Documentation for technical implementation and usage details.
The framework enforces a standardized input model to ensure a consistent user experience:
- [F] Key: Possession lifecycle (Initiate Possession / Unpossess / Eject). Bound to
HandlePossessionLifecycle. - [E] Key: Contextual Interaction (Harvesting, Activating, Conversing). Bound to
Interact.
- Interface-Based Possession: Decoupled
IInteractionInterfaceallows any Actor to become a possessable Vessel. - Asynchronous Asset Loading: Uses
FStreamableManagerfor zero-hitch mesh updates and entity evolution. - Data-Driven Spawning:
USovereignSpawnManagerutilizesUSovereignSpeciesDatafor class-agnostic, async actor instantiation. - Identity Guarding: A "Logic Gate" check ensures the physical Actor class matches its logical Identity Signature before spawning.
- AI_Nexus/: The "Neutral Zone" for AI coordination, shared data, and high-level documentation.
- Polite Persistence: Saveable components extract only their relevant keys from the "Suitcase" (
TMap<FString, FString>), ensuring clean data management.