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@ue-shed/game-text

v0.5.0

Published

Headless saved-package corpus discovery and search for Unreal Engine text.

Downloads

671

Readme

@ue-shed/game-text

Headless saved-package corpus discovery and search for player-facing Unreal Engine text. The package keeps Unreal namespace/key identity distinct from occurrence identity, reports scan coverage, and returns bounded search and focus results. Saved packages are evidence only; this package does not mutate assets.

Install

Pin the package and the host's Effect runtime exactly:

npm install --save-exact @ue-shed/game-text [email protected]

@ue-shed/unreal-assets is a normal package dependency. It remains a separate artifact and is not bundled into Game Text. A saved-asset reader executable is also required at runtime, but it is not a JavaScript dependency of this package. Install the default launcher separately:

npm install --save-exact @ue-shed/uasset

Alternatively, configure assetReaderLayer({ executable }) with another compatible uasset-io producer. The reader library never downloads an executable or falls back to a source checkout.

Host usage

Compose TextCorpusServiceLive with one scoped AssetReader layer in the trusted Node host. Keep the resulting corpus and textCorpusQuery(corpus) model in that host, and send only bounded summary, search, and focus results over the host's validated transport.

Use scanFromProjectIndex when the host already maintains a saved-project header index. Otherwise, scan performs its own bounded project scan. Both paths preserve coverage and typed recovery guidance.

The @ue-shed/game-text/browser entry point contains only schemas and pure query helpers. It does not expose filesystem, process, Electron, Perforce, or Unreal authority.

See ADOPTING.md and adoption.manifest.json when integrating Game Text into an established trusted host.

Capabilities

  • Required: a project root containing saved packages and a configured saved-asset reader.
  • Optional: a separate host capability may locate a selected occurrence in Unreal.
  • Not required: Workbench, Perforce, a running editor, or any UE Shed Unreal plugin.