Glossary
Activation chain. The experiences that activate together when you ask for one: the base, each parent down to the one you asked for, its installed optional dependencies, and the experiences that extend any of them. Base first; deactivated in reverse. See Experiences.
Attach To. An experience property, for side-loaded content such as a DLC pack or a mod: the parent the experience belongs under, because nothing in the game lists it.
Base experience. The one root of a project's experience tree, a Gantry Base Experience Definition named in Project Settings > Plugins > Gantry Experience.
Children. An experience property: the experiences listed under it. Listing is how the game's own content is organized.
Experience. One thing the game can be doing, such as a main menu, a game mode or a DLC pack's new round: a data asset that lists what it needs. See Experiences.
Experience tag. An experience's name for code, menus and other experiences, such as
Experience.Arena.Deathmatch. Each experience also has a guid that never changes.
Experience tree. Every experience the game knows about, installed or not, and how they relate.
Extends. An experience property: experiences this one joins whenever they activate, right after them. How side-loaded content, such as a DLC pack, changes a game mode without the mode naming it.
Game feature plugin. Unreal's plugin for switchable game content. The Activate Game Features stage switches them on and off with experiences.
Load scope. A named, tagged, counted group of loads, such as "Environment, 12 of 40": what a loading screen shows. See Loading screens.
Loading hold. Something that keeps the loading screen up for reasons of its own, such as a fade still running.
Load Gauge. The editor panel that shows every load scope live while you play.
Mod. A game feature plugin in its own folder, or one .gantry file, made against a released
build of the game and dropped into its mod folder. See Mods.
Net Execution. A stage setting: whether it runs everywhere, on the server only, or on clients only. See Multiplayer.
Optional dependencies. An experience property: experiences it uses when they are installed and does without when they are not.
Priority. For code waiting on an experience: High runs before Normal, Normal before Low.
Ready. An experience whose whole activation chain has run every stage.
Settings page. An asset holding a title and the settings on it, given to every local player from Project Settings or by an experience. See Settings, input and UI.
Settings registry. One local player's settings: their pages, values, unapplied changes and save.
Side-loaded. Content that no shipped asset lists, such as a DLC pack or a mod. It names its own place in the tree with Attach To.
Stage. One step of activating an experience, such as loading assets or adding input. See Activation and stages.
Tracked load. A load made through Gantry, so a loading screen can see it.
UI slot. A named place in the game's UI that experiences can put widgets or data in.