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The native C++ Patter runtime (header-only, standard library only) wrapped in a Blueprint-
and C++-friendly plugin: scenes, blocks, run/choice/branch/sequence selectors,
sticky/fallback options, call-return jumps, conditions + effects, visit counts, {@ref}
interpolation, game events, tags, and gameData merge-at-read.
UPatterEngine / UPatterFlow + FPatterStep / FPatterOption: the whole play loop
drivable from C++ or Blueprint, plus typed property get/set (@patter and wired external
values).
A .patterc importer: the file becomes a UPatterBundle asset in the content browser.
Localisation: play any locale of an Embedded bundle, or ship an IDs-only bundle and
localise in your own system. Closed-caption cue stripping supported.
Audio resolution: UPatterAudio (BlueprintCallable) resolves each line to its winning take
from a patteraudio.json manifest (it resolves the path; playback stays yours).
Live state: the Window ▸ Tools ▸ Patterplay Runtime State editor panel watches and
edits a running engine's @patter properties (type-aware editors + reset-to-default);
register with RegisterForDebug.
Live Link: FPatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
bundles into the running game (ApplyLiveBundle: strings-only or full swap, state kept).
Structure introspection: GetOutline / GetBeatSequence expose the authored tree
(per-beat text, character, gameData, tags) for tooling like Sequencer binding.
The sibling PatterplayDemo sample project (open its .uproject straight from the
unpacked zip): APatterplayDemoActor (the minimal integration) and ATourDemoActor (the
interactive Patter tour, with optional audio resolution).