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// Copyright (c) 2013-2025 Daniel Acourt. Version 37.0.0. Licensed under GPLv3 (See LICENSE). Last Updated: 2026-08-05

Sovereign Framework: WispCPP7VR (v37.0.0-Knight-AAS)

🌌 Overview

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."


🤖 Sovereign Intelligence: The Iron Knight Bridge (Sovereign_Intelligence/)

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 /report commands.

🏛️ Sovereign Alignment Core

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.'

🔌 Iron Knight Simulation API

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 with SIM_) and the AI, returning detailed diagnostic tool execution logs.
  • POST /v1/aas/handshake: Dynamically re-arms a single-use global authority boost (+0.5 VSS) to clear administrative logical barriers.

🏛️ Sovereign Intelligence Hierarchy (SSoT)

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).

👻 The "Modular Soul" Architecture (USovereignSaveableEntityComponent)

Evolved from a monolithic entity component, the Sovereign Soul operates on a decoupled, Mediator-based Hub pattern (The Soul Hub):

  • Central Mediator: USovereignSaveableEntityComponent registers specialized brokers on BeginPlay and 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.

🎨 Sovereign Nested UI & Blueprint Handshake

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++-handled TMap<FString, FString> maps for safe, robust Blueprint binding.
  • USovereignBridgeSubsystem::ExecuteAASHandshake: Exposes a BlueprintCallable action to request an authority boost directly from Unreal. This enables actors to dynamically lift 409 CONFLICT gates when telemetry pushes collide with single-use handshake tokens during concurrent world-initialization.

🛸 Possession Lifecycle & SOP

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.

The "Sovereign Rule" for Transforms

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.

Technical Implementation Sequence:

1. Entering a Host (AttemptPossession)

  • Targeting: Performs a SphereTraceSingleForObjects to find a valid Vessel.
  • Validation: Checks CanBePossessed() via the IInteractionInterface.
  • 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 QueryOnly to avoid physical interference while inhabiting the host.

2. Exiting a Host (EjectFromHost)

  • Unhide & Physics: Restores the Spirit's visibility and QueryAndPhysics collision.
  • 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).

🐟 Digital Twin & Fish Tank Alpha (FTA)

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.

📦 Black Box Protocol (Data Survivability)

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 USovereignBlackBoxSubsystem to 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.


🎮 Input Conventions

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.

🏗️ Framework Capabilities (The StoreFront)

  • Interface-Based Possession: Decoupled IInteractionInterface allows any Actor to become a possessable Vessel.
  • Asynchronous Asset Loading: Uses FStreamableManager for zero-hitch mesh updates and entity evolution.
  • Data-Driven Spawning: USovereignSpawnManager utilizes USovereignSpeciesData for class-agnostic, async actor instantiation.
  • Identity Guarding: A "Logic Gate" check ensures the physical Actor class matches its logical Identity Signature before spawning.

📜 Architectural Standards & Guidelines

  • 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.

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