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API Reference
RedEngine is split into focused runtime assemblies. Reference only the modules used by your code.
| Assembly | Primary entry points |
|---|---|
RedEngine.Core | GameInstance, World, GameModeBase, Actor, ActorComponent, input, subsystems |
RedEngine.Assets | ContentManager, AssetReference<T>, AssetBundleReference, SceneReference |
RedEngine.Configuration | ApplicationSettings, ConfigurationSectionAttribute |
RedEngine.Diagnostics | Logger, LogChannel, LoggerSettings, ILogReceiver |
RedEngine.Console | ConsoleCommandAttribute, ConsoleRegistry, argument parsers |
RedEngine.Gameplay.GameplayTags | typed gameplay tags, registry, containers, requirements |
RedEngine.Gameplay.AbilitySystem | abilities, attributes, effects, presentation |
RedEngine.Gameplay.Inventory | definitions, instances, fragments, schemas, layouts |
RedEngine.Gameplay.Equipment | equipment layouts, character equipment, instances |
RedEngine.Gameplay.Interaction | InteractAbility, IInteractable, Door, PickupItem |
RedEngine.Gameplay.Movement | character controller, motor, surfaces, environments, movement bases |
RedEngine.Gameplay.Weapon | ranged, melee, throwable weapons and weapon abilities |
RedEngine.UI | widgets, screens, windows, notifications, world markers |
RedEngine.Foundation | network 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.