Optional adapters
The optional GAS and CommonUI glyph adapters.
Assumes you have finished quick-start.
Anchors in this file are referenced by the editor validator's messages (
DocsAnchor).
What an adapter is
The kit never depends on the Gameplay Ability System or CommonUI. Where it can integrate with them it does so through an optional adapter module that compiles to a symbol-free stub when the adapted plugin is not enabled in your project. Your build therefore links nothing from a plugin you do not use.
Adapters belong to a later release tier (Alpha). The current release contains no adapter
module, so UK.DumpModules lists none; the sections below describe how each adapter behaves once
it ships.
How detection works
Each adapter's Build.cs reads your project descriptor and the set of plugins it enables. When the
adapted plugin is enabled the adapter compiles for real; when it is not, the adapter compiles with
WITH_UK_GAS=0 / WITH_UK_COMMONUI=0 and no build dependency on the adapted plugin at all.
Consequence: adapters are a C++-project feature. A Blueprint-only project never rebuilds, so it always receives the stub branch — and gets the diagnostic below rather than silence.
GAS adapter — UK-VAL-012
Enable Gameplay Abilities in your project and rebuild. If the plugin is enabled but the adapter
is not compiled in, the kit logs one warning under LogUKInteraction and the editor validator
raises UK-VAL-012: your project must contain C++ and be rebuilt.
CommonUI glyph adapter — UK-VAL-013
Enable CommonUI in your project and rebuild. The same rule applies; the validator rule is
UK-VAL-013. This adapter is client-side only and is never evaluated on a dedicated server.
Verifying the adapter state
The console command UK.DumpModules prints one line per kit module with its state — core,
active or inert — and a final loaded_kit_module_count. An adapter reading inert is present
but compiled out; active means it registered and is in use.