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.
What Codex Is For
Section titled “What Codex Is For”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.
What You Will Find Here
Section titled “What You Will Find Here”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.
How To Use Codex
Section titled “How To Use Codex”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.
Inline Terms
Section titled “Inline Terms”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.