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Codex

Codex is the shared language space for Dynaros.

Use it when you run into a term, pattern, or Unreal concept that appears across multiple products and you want the meaning before you look up exact API details.

Codex answers:

What does this mean?

Reference pages answer:

What exactly does this class, function, setting, or type do?

For example, Component is a general concept that belongs in Codex. UInteractableComponent is a specific Dynaros symbol that belongs in the Interaction reference.

The two should connect to each other. Codex gives you the idea; reference gives you the exact implementation detail.

Codex pages may explain:

  • Unreal Engine concepts Dynaros relies on
  • Dynaros-specific language
  • architecture patterns used across products
  • communication patterns such as components, interfaces, events, and delegates
  • data and configuration patterns
  • product boundaries and ownership rules

The goal is to make technical terms easier to use without flattening them into vague summaries.

Use Codex when:

  • a product page introduces a term you do not recognize
  • two systems use the same pattern and you want the shared meaning
  • you want the plain-language version before reading API reference
  • you are trying to understand why Dynaros separates responsibilities the way it does

You do not need to read Codex before using a product. It is there when a concept needs a little more daylight.

Some docs pages may include clickable inline terms. These open small popovers with a short plain-language explanation and, when useful, a Learn More link.

Those popovers are optional. They are meant to help when you want quick context without leaving the page.

They do not replace Codex. If a term needs a fuller explanation, the popover should point here or to the product page that owns the concept.