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Glossary
Actor — RedEngine network entity built on a Fusion NetworkBehaviour and associated with a World.
ActorComponent — network-aware component owned by an Actor.
Authority — the peer allowed to author a category of network state. State authority mutates replicated state; input authority supplies a player's input.
Bootstrap — runtime entry point that initializes settings and content and creates game instances.
GameInstance — application-level owner of one runner, travel, and persistent subsystems.
GameMode — authoritative world actor that admits players, creates controllers and characters, and drives match state.
Gameplay Effect — definition that changes attributes or tags immediately, periodically, or for a duration.
Gameplay Tag domain — one generated tag struct type with its own registry and optional metadata.
Input context — prioritized mapping from network input channels and triggers to handler methods.
Network model — generated deterministic state representation for a regular class or struct.
Network ScriptableObject — authored definition with a stable asset identity understood by Fusion.
Prediction / rollback — Fusion simulation of expected state and correction by replaying ticks when authority disagrees.
Subsystem — automatically owned service with either GameInstance or World lifetime.
TickTimer — Fusion deadline stored in network state and evaluated against simulation ticks.
Travel — replacing the current runner/world map through GameInstance.
Widget — RedEngine UI presentation element managed by WidgetSubsystem.
World — RedEngine wrapper around the active Fusion runner simulation scene and its world-scoped services.
WorldMarker — world target projected into a managed screen-space widget with culling and occlusion.