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API Reference

RedEngine is split into focused runtime assemblies. Reference only the modules used by your code.

AssemblyPrimary entry points
RedEngine.CoreGameInstance, World, GameModeBase, Actor, ActorComponent, input, subsystems
RedEngine.AssetsContentManager, AssetReference<T>, AssetBundleReference, SceneReference
RedEngine.ConfigurationApplicationSettings, ConfigurationSectionAttribute
RedEngine.DiagnosticsLogger, LogChannel, LoggerSettings, ILogReceiver
RedEngine.ConsoleConsoleCommandAttribute, ConsoleRegistry, argument parsers
RedEngine.Gameplay.GameplayTagstyped gameplay tags, registry, containers, requirements
RedEngine.Gameplay.AbilitySystemabilities, attributes, effects, presentation
RedEngine.Gameplay.Inventorydefinitions, instances, fragments, schemas, layouts
RedEngine.Gameplay.Equipmentequipment layouts, character equipment, instances
RedEngine.Gameplay.InteractionInteractAbility, IInteractable, Door, PickupItem
RedEngine.Gameplay.Movementcharacter controller, motor, surfaces, environments, movement bases
RedEngine.Gameplay.Weaponranged, melee, throwable weapons and weapon abilities
RedEngine.UIwidgets, screens, windows, notifications, world markers
RedEngine.Foundationnetwork models and replicated collections used by higher modules

Common lookup paths

csharp
GameInstance instance = GameInstance.PrimaryGameInstance!;
World world = instance.CurrentWorld;

WidgetSubsystem? widgets = instance.GetSubsystem<WidgetSubsystem>();
WorldMarkerSubsystem? markers = world.GetSubsystem<WorldMarkerSubsystem>();

The public documentation does not replace IntelliSense or the package XML comments. Use this page to find the owning assembly, then use the Manual for runtime semantics.

RedEngine Framework documentation