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.