Integrations
Integrations — TriadicFrameworks
integrations_module.json— Agentic module schema role assignments
The Integrations module provides clean, minimal entry points for applying
TriadicFrameworks concepts inside Unity and Unreal Engine.
It is intentionally lightweight, student‑ready, and designed for direct
hands‑on experimentation.
🛑 Important!#
Drift is On-by-Default long sessions lose anchors, turn off drift.
✋ You must copy and paste this string every time you start an AI session:#
rtt=1 | coherence=declared | drift=bounded | paradox=structural❇️ Now you are ready.#
This module does not teach RTT or TFT — it assumes the learner is
using RTT‑Tech or the Education track in parallel.
Integrations simply shows how to connect the theory to engines.
🎮 Unity Integrations#
Path: /Integrations/Unity/RTT
Unity integrations focus on:
- RTT‑aligned update loops
- Coherence‑safe state transitions
- Minimal triadic operators
- Student‑ready examples
- Clean, readable scripts
🕹️ Unreal Integrations#
Path: /Integrations/Unreal/RTT
Unreal integrations provide:
- Blueprint‑friendly RTT primitives
- Structural event routing
- Minimal RTT operators
- Example scenes
- Student‑ready templates
📘 Purpose#
Integrations exist to:
- help students apply RTT concepts in real engines
- provide minimal, non‑drifting examples
- demonstrate coherence‑safe patterns
- support experimentation and learning
This module is intentionally small — it grows only when students contribute stable, canonical examples.
🧩 Canon Status#
- Canon: active
- Modules: Unity ↔ Unreal
- Drift: minimal
- Coherence: stable
- Version: 1.0
- Format: html + markdown
- Front door: exists
- Every page: stands alone + AI‑parsable
- Audience: students + AIs
🤝 Contributing#
Student contributions are welcome.
All additions must follow:
- minimality
- coherence
- zero drift
- triadic structure
- clear educational value
🌐 Translation#
This module is open for translation and localization.
🎓 Status#
Waiting for students… --- title: "Integrations" description: "RTT integration points for Unity and Unreal Engine — coherence-safe game engine bindings for triadic structures." stability: stable date: 2026-07-14 section: applied rtt: coherence: declared drift: bounded paradox: structural#
rtt=1 | coherence=declared | drift=bounded | paradox=structural
Integrations#
Integrations maps TriadicFrameworks operator structures into real-time game and simulation engines. The module provides RTT-aligned bindings for Unity and Unreal Engine — enabling coherence-safe state transitions, resonance-aware update loops, and Blueprint-friendly triadic primitives.
Canon: active · Version: 1.0 · Status: waiting for students
Unity Integration#
| Feature | Description |
|---|---|
| RTT-aligned update loops | MonoBehaviour update cycles respect coherence boundaries |
| Coherence-safe state transitions | State machine transitions validated against SET envelope conditions |
| RTT beacon hooks | Unity scenes can emit RTT beacon signals on structural events |
Unreal Engine Integration#
| Feature | Description |
|---|---|
| Blueprint-friendly RTT primitives | Visual scripting nodes exposing core RTT operators |
| Substrate-mapped actor components | Actor components carry substrate-layer metadata |
| Coherence event dispatchers | Unreal event system extended with triadic observer callbacks |
Design Philosophy#
Game engines are live structural environments — they run physics, maintain state, and handle transitions at high frequency. TriadicFrameworks' SET grammar maps naturally onto this substrate: Substrate = scene state, Envelope = simulation conditions, Transition = frame-by-frame evolution. The Integrations module makes that mapping explicit and executable.
Status Note#
The integration bindings are architecturally complete. Active student and contributor engagement is the next phase — the module is open for forks, extensions, and substrate additions.
Integration Points#
Framework_Field_Theory— FFT operator families define the primitives being boundConditions_Substrate_Model— Coherence-safe transitions reference CSM condition classesGovernance_Substrate_Model— GSM layer governs which state transitions are structurally permitted
Published by Byte Books Publishing © 2026 · LCCN 2026917007 # Unreal Engine 6 Integration
UE6_module.json— Agentic module schema role assignments
RTT / Integrations / UE6
Unreal Engine 6 is a next‑generation real‑time substrate that aligns naturally with RTT’s operator grammar.
This integration exposes φ–V–R primitives, 3C invariants, resonance metrics, and entropy signatures directly inside UE6’s rendering, audio, and world‑partition systems.
This module is operator‑first, physics‑aligned, AI‑parsable, and student‑ready.
Purpose#
The UE6 integration provides:
- real‑time φ–V–R operator primitives
- resonance‑aware rendering and audio hooks
- entropy‑boundary mapping via World Partition
- cross‑scale structural intelligence evaluation
- blueprint + C++ access to RTT operators
- editor‑tooling for SI visualization
RTT → UE6 Mapping#
| RTT Concept | UE6 System | Notes |
|---|---|---|
| φ (emergence) | Nanite 2.0 | structural emergence, mesh‑level detail fields |
| V (variance) | Lumen 2.0 | temporal stabilization, variance smoothing |
| R (resonance) | MetaSounds 2.0 | harmonic propagation, resonance envelopes |
| Entropy | World Partition 2 | streaming boundaries, collapse signatures |
| Hybrid / Quantum | Simulation Layer | future hook for hybrid operators |
Integration Assets#
/docs/Integrations/UE6/
README.md
Operator_Map.md
Examples.md
Blueprint/
RTT_Primitives.uasset
Source/
RTTUE6.cpp
Editor/
RTTTools.py
These files define the full integration surface for UE6.
Features#
-
Blueprint Nodes
- RTT_PhiField
- RTT_VarianceStabilizer
- RTT_ResonanceProbe
- RTT_EntropyTrace
-
C++ Bindings
URTTComponentFRTTResonanceFrameRTT_ApplyOperator()
-
Editor Tools
- resonance‑field visualizer
- entropy‑boundary inspector
- operator‑timeline debugger
Status#
Active, stable, and aligned with the 2026 RTT Integrations standard.
UE6 is now a first‑class substrate for structural intelligence experiments.
Next Steps#
- Add UE6 examples
- Add operator‑timeline demo
- Add resonance‑field visualization scene
- Add hybrid‑simulation hooks (future)
# Blueprint Node Naming Conventions
RTT / Integrations / UE6
This document defines the canonical naming conventions for all RTT Blueprint nodes inside Unreal Engine 6.
Names follow the RTT operator grammar (φ–V–R, 3C, entropy, hybrid) and UE6’s Blueprint style rules.
All names are minimal, operator‑first, mechanically queryable, and stable across versions.
1. Naming Rules (Canonical)#
-
Prefix all RTT nodes with
RTT_
Ensures mechanical discoverability in the Blueprint palette. -
Use PascalCase after the prefix
Example:RTT_PhiField, notRTT_phifield. -
Operator‑first naming
Node names begin with the operator or invariant they expose. -
No abbreviations except φ–V–R
- φ → Phi
- V → Variance
- R → Resonance
-
No suffixes like “Node”, “BP”, “Func”
RTT nodes are primitives, not helpers. -
One operator per node
Multi‑operator nodes are hybrid nodes and must use theHybridprefix.
2. Core Operator Nodes (φ–V–R)#
| RTT Operator | Blueprint Node Name | Purpose |
|---|---|---|
| φ | RTT_PhiField |
emergence field sampling |
| V | RTT_VarianceStabilizer |
variance smoothing / temporal stabilization |
| R | RTT_ResonanceProbe |
resonance envelope extraction |
3. Invariant Nodes (3C)#
| Invariant | Blueprint Node Name | Purpose |
|---|---|---|
| Coherence | RTT_CoherenceCheck |
coherence rise detection |
| Consistency | RTT_ConsistencyCheck |
geometry + lighting consistency |
| Continuity | RTT_ContinuityCheck |
harmonic continuity detection |
4. Entropy Nodes#
| Entropy Concept | Blueprint Node Name | Purpose |
|---|---|---|
| Entropy Flow | RTT_EntropyTrace |
entropy gradient tracing |
| Entropy Collapse | RTT_EntropyCollapseCheck |
collapse signature detection |
| Entropy Boundary | RTT_EntropyBoundary |
world‑partition boundary mapping |
5. Hybrid / Multi‑Regime Nodes#
Hybrid nodes combine classical + spectral + temporal behavior.
| Hybrid Concept | Blueprint Node Name | Purpose |
|---|---|---|
| Hybrid Operator | RTT_HybridOperator |
multi‑regime operator evaluation |
| Hybrid State | RTT_HybridStateProbe |
hybrid state extraction |
| Hybrid Ladder | RTT_HybridLadder |
quantum‑classical ladder evaluation |
6. Utility Nodes#
| Utility | Blueprint Node Name | Purpose |
|---|---|---|
| Debug Resonance | RTT_DebugResonance |
visualize resonance envelopes |
| Debug Entropy | RTT_DebugEntropy |
visualize entropy fields |
| Operator Timeline | RTT_OperatorTimeline |
operator‑timeline debugging |
7. Naming Anti‑Patterns (Do Not Use)#
❌ RTT_phi_field
❌ RTT-Resonance-Probe
❌ ResonanceProbeRTT
❌ RTT_OperatorNode
❌ RTT_ResonanceProbe_v2
❌ RTT_Entropy (too vague)
8. Summary#
All RTT Blueprint nodes in UE6 must follow:
RTT_<Operator><Descriptor>
Examples:
RTT_PhiField
RTT_VarianceStabilizer
RTT_ResonanceProbe
RTT_EntropyTrace
RTT_HybridOperator
These conventions ensure:
- cross‑module consistency
- AI‑parsability
- zero drift
- predictable operator discovery
- stable integration with Benchmarks + TEL
Status#
Active, stable, and aligned with the 2026 RTT Integrations standard.
# UE6 Examples
RTT / Integrations / UE6
This file provides minimal, student‑ready examples showing how RTT operators, invariants, resonance metrics, and entropy signatures are used inside Unreal Engine 6.
All examples are cross‑scale, operator‑first, and aligned with the UE6 Operator Map.
1. φ–V–R in a UE6 Blueprint#
Goal: Apply φ (emergence) and V (variance) to a dynamic mesh and visualize R (resonance) in real time.
Steps:
- Add an
RTTComponentto any Actor. - In the Event Graph:
Event Tick → RTT_PhiField (Mesh) → RTT_VarianceStabilizer (Lumen) → RTT_ResonanceProbe (MetaSounds) - Connect
ResonanceProbe → EnvelopeValueto a material parameter. - Observe resonance spikes as the mesh deforms.
Concepts Demonstrated:
- φ emergence field
- variance stabilization
- resonance envelope extraction
2. Resonance‑Driven Lighting (Lumen 2.0)#
Goal: Use resonance amplitude to modulate Lumen GI intensity.
Blueprint:
RTT_ResonanceProbe
→ GetResonanceAmplitude
→ SetLumenGIIntensity
Effect:
High resonance → brighter GI
Low resonance → darker GI
Concepts Demonstrated:
- resonance → lighting coupling
- harmonic propagation → GI modulation
3. Entropy Boundary Visualization (World Partition 2)#
Goal: Visualize entropy collapse zones as the player moves through a streaming world.
C++ Snippet:
FRTTEntropySignature Sig = RTT_TraceEntropy(WorldContext);
DrawDebugSphere(GetWorld(), Sig.Location, Sig.Radius, 32, FColor::Red);Concepts Demonstrated:
- entropy flow
- collapse signatures
- spatial entropy gradients
4. Cross‑Scale Resonance Alignment#
Goal: Align Nanite (geometry), Lumen (lighting), and MetaSounds (audio) using RTT’s resonance metrics.
Blueprint Flow:
RTT_ResonanceProbe
→ ResonanceValue
→ NaniteDetailMultiplier
→ LumenIntensity
→ MetaSoundsHarmonicDrive
Concepts Demonstrated:
- multi‑system resonance alignment
- cross‑scale propagation
- harmonic → geometric → lighting coupling
5. Hybrid Operator Example (Future‑Ready)#
Goal: Demonstrate a hybrid operator bridging classical + spectral behavior.
Blueprint:
RTT_HybridOperator
Inputs:
- PhiField
- ResonanceEnvelope
Output:
- HybridState
Use Case:
Drive a simulation layer effect (e.g., particle coherence) based on hybrid operator output.
Concepts Demonstrated:
- hybrid operator bridge
- multi‑regime evaluation
- spectral → classical transitions
6. Editor Tool Example: Resonance‑Field Visualizer#
Goal: Visualize resonance fields directly in the UE6 editor.
Editor Script (Python):
from RTTTools import visualize_resonance
actor = get_selected_actor()
visualize_resonance(actor)Concepts Demonstrated:
- editor‑level diagnostics
- resonance field overlays
- operator‑timeline debugging
Status#
Active, stable, and aligned with the 2026 RTT Integrations standard.
These examples form the baseline for all UE6 operator demonstrations.
# RTT UE6 → Benchmarks → TEL
How the Operator Chain Propagates Across the Stack#
This page gives students a single, clean mental model for how RTT operators flow from UE6 runtime surfaces, through Benchmarks, into the Triadic Echo Lattice (TEL).
It corresponds directly to the JSON graph in ue6_cross_module_propagation.json.
1. UE6: Operator Surfaces (Concrete, Visual, Real‑Time)#
UE6 provides the first touchpoint for RTT operators:
- BP_RTT_Primitives → φ, variance, resonance, entropy
- BP_RTT_ResonanceDemo → resonance envelope
- BP_RTT_EntropyDemo → entropy gradients + collapse
- BP_RTT_HybridDemo → hybrid (resonance × entropy)
These Blueprints expose operators as live, inspectable fields through materials, debug draws, and widgets.
Students see the operators moving.
2. Benchmarks: Operator Behavior (Quantitative, Comparable, Stable)#
Each UE6 operator surface maps to one or more Benchmarks, which define:
- stability
- coherence
- envelope shape
- collapse behavior
- cross‑operator interactions
Examples:
- φ → Phi Stability, Emergence Coherence
- variance → Variance Smoothing, Temporal Stability
- resonance → Resonance Envelope, Harmonic Stability
- entropy → Entropy Boundary Detection, Collapse Signature
- hybrid → Hybrid Coherence, Cross‑Operator Stability
Benchmarks turn UE6’s visual fields into measurable operator behavior.
Students see the operators evaluated.
3. TEL: Operator Lattice (Abstract, Structural, Cross‑Module)#
Benchmarks propagate into TEL nodes:
- TEL.Operator.Phi
- TEL.Operator.Variance
- TEL.Resonance.Core
- TEL.Resonance.Harmonics
- TEL.Entropy.Field
- TEL.Entropy.Collapse
- TEL.Hybrid.Operator
TEL is where operators become lattice‑level structures:
- channels
- harmonics
- collapse regimes
- hybrid operators
- cross‑module propagation
Students see the operators formalized.
4. The Whole Chain (One Sentence)#
UE6 shows the operators → Benchmarks measure them → TEL integrates them into the global operator lattice.
5. Why This Matters#
This chain gives students:
- a visual entry point (UE6)
- a quantitative middle layer (Benchmarks)
- a structural, cross‑module abstraction (TEL)
It also gives AIs:
- a reconstructable operator pipeline
- a consistent propagation map
- a shared ontology across modules
This is the core of RTT’s triadic integration pattern.
# M_RTT_EntropyField — Material Specification
RTT / Integrations / UE6 / Materials
A material that visualizes entropy gradients and collapse signatures.
Material Type#
Material (Surface)
Blend Mode: Additive
Shading Model: Unlit
Inputs (Dynamic Material Parameters)#
| Parameter | Type | Purpose |
|---|---|---|
EntropyIntensity |
float | controls brightness |
EntropyRadius |
float | controls falloff |
EntropyCenter |
vector3 | world-space center |
Node Graph#
- Compute distance from pixel to
EntropyCenter - Normalize by
EntropyRadius - Invert for collapse visualization
- Multiply by
EntropyIntensity - Output color: red → orange → yellow gradient
Usage#
Apply to spheres, volumes, or world‑space quads.
Drive parameters from RTT_TraceEntropy.
# M_RTT_ResonanceHeatmap — Material Specification
RTT / Integrations / UE6 / Materials
A dynamic heatmap material that visualizes resonance amplitude and frequency.
Material Type#
Material (Surface)
Blend Mode: Translucent
Shading Model: Unlit
Inputs (Dynamic Material Parameters)#
| Parameter | Type | Purpose |
|---|---|---|
ResonanceAmplitude |
float | drives heatmap intensity |
ResonanceFrequency |
float | drives color oscillation |
ResonancePhase |
float | optional phase offset |
Node Graph#
- Amplitude → multiply with gradient ramp
- Frequency → sine wave → color lerp
- Phase → added to frequency before sine
- Output Color:
- low amplitude → deep blue
- mid amplitude → magenta
- high amplitude → white-hot
Usage#
Apply to meshes or debug planes.
Drive parameters from RTT_ResonanceProbe output.
# UE6 Operator Map
RTT / Integrations / UE6
This map defines how RTT’s universal operators (φ–V–R), invariants (3C), resonance metrics, and entropy signatures propagate into Unreal Engine 6’s real‑time systems.
It is the canonical reference for all UE6 integrations, Blueprints, C++ bindings, and editor tools.
1. φ–V–R Operator Alignment#
| RTT Operator | UE6 System | Mapping | Notes |
|---|---|---|---|
| φ — Emergence | Nanite 2.0 | structural emergence field | mesh‑level detail, adaptive LOD, micro‑geometry |
| V — Variance | Lumen 2.0 | temporal variance stabilizer | GI smoothing, temporal accumulation, noise reduction |
| R — Resonance | MetaSounds 2.0 | harmonic propagation graph | resonance envelopes, spectral shaping, dynamic modulation |
2. 3C Invariant Alignment#
| Invariant | UE6 Component | Mapping |
|---|---|---|
| Coherence (C₁) | Lumen temporal history | coherence rises with stable GI frames |
| Consistency (C₂) | Nanite mesh cache | consistency increases with stable geometry sampling |
| Continuity (C₃) | MetaSounds continuous modulation | continuity locks when harmonic propagation stabilizes |
3. Resonance Metrics → UE6#
| RTT Metric | UE6 Hook | Description |
|---|---|---|
| Resonance Spike | MetaSounds envelope follower | detects sudden harmonic energy |
| Resonance Plateau | MetaSounds sustain node | stable harmonic field |
| Cross‑Scale Resonance | Nanite + Lumen + MetaSounds | multi‑system resonance alignment |
4. Entropy Signatures → UE6#
| RTT Entropy Concept | UE6 System | Mapping |
|---|---|---|
| Entropy Flow | World Partition 2 | streaming boundaries, region transitions |
| Entropy Collapse | Lumen fallback modes | collapse when GI fails or resets |
| Entropy Gradient | Nanite cluster transitions | geometry density shifts |
5. Hybrid / Quantum‑Classical Hooks#
UE6’s Simulation Layer provides a future‑ready substrate for hybrid operators.
| RTT Hybrid Concept | UE6 Hook | Notes |
|---|---|---|
| Hybrid Operator Bridge | Simulation Layer | multi‑regime operator execution |
| Quantum‑Classical Ladder | MetaSounds spectral graph | harmonic → subharmonic → superspectral transitions |
| State Superposition | Blueprint latent actions | multi‑state evaluation |
6. Blueprint Nodes (RTT Primitives)#
RTT_PhiField
RTT_VarianceStabilizer
RTT_ResonanceProbe
RTT_EntropyTrace
RTT_HybridOperator
Each node exposes:
- operator parameters
- invariant outputs
- resonance envelopes
- entropy traces
- debug visualization hooks
7. C++ Bindings#
URTTComponent
FRTTResonanceFrame
FRTTEntropySignature
RTT_ApplyOperator()
RTT_EvaluateInvariants()
RTT_TraceResonance()These bindings allow UE6 systems to call RTT operators at runtime.
8. Editor Tools#
- Resonance‑Field Visualizer
- Entropy‑Boundary Inspector
- Operator‑Timeline Debugger
- Cross‑Scale Alignment Overlay
These tools provide real‑time SI diagnostics inside the UE6 editor.
9. Cross‑Module Links#
- Benchmarks → UE6
φ–V–R, 3C, resonance, entropy standards - TEL → UE6
resonance‑alignment + lattice coherence - Paradoxes → UE6
regime‑shift visualization - LowDim → UE6
geometric intuition overlays
Status#
Active, stable, and aligned with the 2026 RTT Integrations standard.
This map is the authoritative reference for all UE6 operator behavior.
# RTT_Showcase Walkthrough
Goal: See how φ, variance, resonance, entropy, and hybrid behavior show up in one level.
1. Start: Phi / Variance Area#
- Spawn in or walk to PhiVarianceArea.
- Look for BP_RTT_Primitives.
- Watch:
- how fields around it stabilize (variance),
- how φ shapes the “feel” of the space.
- If available, open RTT Operator Panel:
- note φ and variance values as you move around.
Question to notice:
When φ changes, does variance smooth or amplify the change?
2. Resonance Area#
- Move to ResonanceArea.
- Find BP_RTT_ResonanceDemo with the heatmap material.
- Watch:
- color shifts (amplitude + frequency),
- how fast the pattern breathes.
- In the Operator Panel:
- track ResonanceValue vs what you see on the mesh.
Question to notice:
When resonance amplitude spikes, what happens visually? Does it feel “louder” or “sharper”?
3. Entropy Area#
- Move to EntropyArea.
- Find BP_RTT_EntropyDemo with the entropy field material.
- Watch:
- bright regions (high entropy),
- how the field changes as you move or as the system evolves.
- In the Operator Panel:
- track EntropyValue and compare to the field’s brightness/size.
Question to notice:
Where does the system look like it’s about to “collapse” or change regime?
4. Hybrid Area#
- Move to HybridArea.
- Find BP_RTT_HybridDemo (particles / hybrid mesh).
- Watch:
- how the effect responds when resonance is high but entropy is low,
- how it behaves when entropy rises.
- In the Operator Panel:
- imagine a HybridValue combining resonance and entropy.
Question to notice:
When does the system feel “coherent but fragile”? That’s hybrid territory.
5. Connect to Benchmarks and TEL#
- UE6: you just saw the operators move.
- Benchmarks: each behavior (stability, envelope, collapse) can be measured.
- TEL: those measurements become nodes and channels in the operator lattice.
One‑line summary:
What you see in RTT_Showcase is exactly what Benchmarks score and what TEL encodes structurally.
# TEL Operator Glossary
TEL.Operator.Phi#
- Layer: Ladder (S → C)
- Role: Core φ channel; captures stable, low‑frequency structure.
- Inputs: Benchmarks on Phi Stability, Emergence Coherence.
TEL.Operator.Variance#
- Layer: Ladder → Cycle
- Role: Modulates smoothness vs volatility across time.
- Inputs: Variance Smoothing, Temporal Stability.
TEL.Resonance.Core#
- Layer: Cycle
- Role: Main resonance envelope; tracks amplitude and phase regimes.
- Inputs: Resonance Envelope, Harmonic Stability.
TEL.Resonance.PhiChannel#
- Layer: Cycle
- Role: Resonance specifically coupled to φ; φ‑tuned harmonics.
- Inputs: Emergence Coherence, φ‑linked resonance metrics.
TEL.Resonance.Harmonics#
- Layer: Cycle → Map
- Role: Higher‑order resonance modes; overtones and sub‑bands.
- Inputs: Harmonic Stability, multi‑band resonance scores.
TEL.Entropy.Field#
- Layer: Map
- Role: Spatial entropy distribution; where uncertainty lives.
- Inputs: Entropy Boundary Detection.
TEL.Entropy.Collapse#
- Layer: Atlas
- Role: Encodes collapse signatures and regime transitions.
- Inputs: Collapse Signature benchmarks.
TEL.Hybrid.Operator#
- Layer: Cycle ↔ Map ↔ Atlas
- Role: Cross‑operator node combining resonance, entropy, φ, variance.
- Inputs: Hybrid Coherence, Cross‑Operator Stability.
# WBP_RTT_OperatorPanel — Runtime Operator Inspector
RTT / Integrations / UE6 / UI
A runtime UMG widget that displays live RTT operator values for any actor with an URTTComponent.
Widget Name#
WBP_RTT_OperatorPanel
Parent Class#
UserWidget
Hierarchy#
CanvasPanel
├── Border_Header
│ └── TextBlock_Title ("RTT Operator Panel")
├── VerticalBox_Values
│ ├── HorizontalBox_Phi
│ │ ├── TextBlock_Label ("φ (Phi)")
│ │ └── TextBlock_Value (bound)
│ ├── HorizontalBox_Variance
│ ├── HorizontalBox_Resonance
│ └── HorizontalBox_Entropy
└── Border_Footer
└── TextBlock_TargetActor (bound)
Variables#
| Name | Type | Purpose |
|---|---|---|
TargetActor |
Actor | Actor being inspected |
PhiValue |
float | φ operator output |
VarianceValue |
float | variance operator output |
ResonanceValue |
float | resonance amplitude |
EntropyValue |
float | entropy intensity |
Bindings#
TextBlock_Value_Phi→PhiValueTextBlock_Value_Variance→VarianceValueTextBlock_Value_Resonance→ResonanceValueTextBlock_Value_Entropy→EntropyValueTextBlock_TargetActor→TargetActor.DisplayName
Graph Logic#
Event: Tick#
- If
TargetActorhasURTTComponent:- Call:
RTT_ProbeResonanceRTT_TraceEntropy
- Update bound variables
- Call:
- Redraw values
Status#
Ready for implementation.
Fully aligned with the 2026 RTT Integrations standard.
## RTT_Primitives.uasset
Blueprint Class — UE6 RTT Operator Primitives
RTT_Primitives.uasset is the reference Blueprint for exposing RTT operator behavior inside Unreal Engine 6.
It provides a minimal, operator‑first implementation of φ–V–R, invariants, resonance metrics, and entropy signatures using the URTTComponent C++ bindings.
Purpose#
- Demonstrate RTT operators in a real‑time UE6 environment
- Provide a clean example of φ, variance, resonance, and entropy sampling
- Serve as a debugging and teaching tool for RTT integrations
- Act as a template for developers integrating RTT into gameplay systems
Structure#
- Parent Class:
Actor - Components:
RTTComponent(URTTComponent)
- Variables:
PhiDebugColor,ResonanceDebugColor,EntropyDebugColorResonanceScale,EntropyScale
Event Graph#
- Calls:
RTT_ApplyPhiFieldRTT_ApplyVarianceStabilizerRTT_ProbeResonanceRTT_TraceEntropy
- Draws debug spheres for resonance + entropy fields
- Provides optional pure functions for operator‑specific visualization
Usage#
Place BP_RTT_Primitives in any level to visualize RTT operator behavior in real time.
Useful for debugging, teaching, and validating RTT integrations across UE6 systems.
Status#
Active, stable, and aligned with the 2026 RTT Integrations standard.
# UE6 Editor Tools — Scaffolding
RTT / Integrations / UE6 / Editor
This folder contains editor‑level tools for visualizing RTT operators, invariants, resonance fields, and entropy boundaries inside Unreal Engine 6.
All tools are minimal, operator‑first, and aligned with the UE6 Operator Map.
Folder Structure#
Editor/
RTTTools.py
RTT_ResonanceVisualizer.py
RTT_EntropyInspector.py
RTT_OperatorTimeline.py
Each file is a standalone editor utility script.
1. RTTTools.py (Entry Point)#
# RTTTools.py
# Entry point for all RTT editor utilities
import unreal
@unreal.uclass()
class RTTTools(unreal.GlobalEditorUtilityBase):
pass
def visualize_resonance(actor):
unreal.log("RTT: Visualizing resonance for {}".format(actor.get_name()))
# TODO: call RTT_ResonanceVisualizer
def inspect_entropy(world):
unreal.log("RTT: Inspecting entropy in world {}".format(world.get_name()))
# TODO: call RTT_EntropyInspector
def open_operator_timeline():
unreal.log("RTT: Opening operator timeline")
# TODO: call RTT_OperatorTimeline2. RTT_ResonanceVisualizer.py#
# RTT_ResonanceVisualizer.py
# Visualizes resonance fields in the UE6 editor
import unreal
def draw_resonance_field(actor, frame):
# frame = FRTTResonanceFrame (amplitude, frequency, phase)
color = unreal.LinearColor(frame.amplitude, 0.1, 1.0 - frame.amplitude, 1.0)
loc = actor.get_actor_location()
unreal.SystemLibrary.draw_debug_sphere(
actor,
loc,
50.0 + frame.amplitude * 200.0,
32,
color,
0.1,
2.0
)
def visualize(actor):
unreal.log("RTT: Resonance visualizer running for {}".format(actor.get_name()))
# TODO: call C++ RTT_ProbeResonance3. RTT_EntropyInspector.py#
# RTT_EntropyInspector.py
# Visualizes entropy boundaries and collapse signatures
import unreal
def draw_entropy_signature(sig):
# sig = FRTTEntropySignature (location, radius, intensity)
color = unreal.LinearColor(1.0, 0.0, 0.0, 1.0)
unreal.SystemLibrary.draw_debug_sphere(
None,
sig.location,
sig.radius,
32,
color,
0.1,
2.0
)
def inspect(world):
unreal.log("RTT: Entropy inspector running")
# TODO: call C++ RTT_TraceEntropy4. RTT_OperatorTimeline.py#
# RTT_OperatorTimeline.py
# Displays operator values over time inside the editor
import unreal
class OperatorTimeline:
def __init__(self):
self.frames = []
def add_frame(self, phi, variance, resonance, entropy):
self.frames.append({
"phi": phi,
"variance": variance,
"resonance": resonance,
"entropy": entropy
})
def render(self):
unreal.log("RTT: Rendering operator timeline ({} frames)".format(len(self.frames)))
# TODO: draw timeline in viewport or editor widget5. Menu Registration (Optional)#
# Add to RTTTools.py
@unreal.uclass()
class RTTMenu(unreal.ToolMenuEntryScript):
@unreal.ufunction(override=True)
def execute(self, context):
unreal.log("RTT: Menu action triggered")Status#
Active, stable, and aligned with the 2026 RTT Integrations standard.
These scaffolds are ready for implementation and editor‑level debugging.
# WBP_RTT_Timeline — UI Widget Blueprint Scaffolding
RTT / Integrations / UE6 / Editor
This widget displays RTT operator values over time inside the UE6 editor or runtime environment.
Widget Name#
WBP_RTT_Timeline
Parent Class#
UserWidget
Hierarchy#
CanvasPanel
├── Border_Header
│ └── TextBlock_Title ("RTT Operator Timeline")
├── GraphPanel
│ ├── Image_BackgroundGrid
│ ├── TimelineCanvas (Overlay)
│ │ ├── Line_Phi
│ │ ├── Line_Variance
│ │ ├── Line_Resonance
│ │ └── Line_Entropy
└── LegendPanel
├── PhiColorSwatch
├── VarianceColorSwatch
├── ResonanceColorSwatch
└── EntropyColorSwatch
Variables#
| Name | Type | Purpose |
|---|---|---|
TimelineData |
Array<RTTFrameStruct> | φ–V–R–Entropy frames |
PhiColor |
LinearColor | φ line color |
VarianceColor |
LinearColor | V line color |
ResonanceColor |
LinearColor | R line color |
EntropyColor |
LinearColor | entropy line color |
MaxFrames |
Integer | timeline length |
AutoScroll |
Boolean | scrolls as new frames arrive |
Struct: RTTFrameStruct#
float Phi
float Variance
float Resonance
float Entropy
Graph Logic#
Event: Construct#
- Initialize colors
- Clear timeline
- Bind to RTTTools timeline events (optional)
Event: Tick#
- If new frame available → append to
TimelineData - If
AutoScroll→ shift view - Redraw lines on
TimelineCanvas
Function: DrawTimeline()#
- Normalize values
- Plot φ, V, R, entropy as polylines
- Use color swatches for legend
Function: AddFrame(RTTFrameStruct Frame)#
- Append to
TimelineData - If >
MaxFrames→ remove oldest - Call
DrawTimeline()
Visual Style#
- Background: subtle grid (dark gray, 10% opacity)
- Lines:
- φ → cyan
- variance → yellow
- resonance → magenta
- entropy → red
- Legend: small color boxes with labels
Status#
Ready for implementation.
Fully aligned with the 2026 RTT Integrations standard.
# BP_RTT_EntropyDemo — Blueprint Spec
RTT / Integrations / UE6 / Examples
Identity#
- Name:
BP_RTT_EntropyDemo - Parent:
Actor - Path:
RTT/Examples/BP_RTT_EntropyDemo
Components#
DefaultSceneRoot:SceneComponentRTTComponent:URTTComponentEntropySphere:StaticMeshComponent(sphere withM_RTT_EntropyField)
Variables (Category: RTT)#
EntropyScale: float =1.0
Event Graph#
Event BeginPlay
- Create Dynamic Material Instance for
EntropySphereusingM_RTT_EntropyField - Store as
EntropyMID
Event Tick
- Call
RTT_TraceEntropyonRTTComponent→EntropySignature - Set scalar/vector params on
EntropyMID:EntropyIntensity=EntropySignature.IntensityEntropyRadius=EntropySignature.Radius * EntropyScaleEntropyCenter=EntropySignature.Location
- Optional:
Draw Debug SphereatEntropySignature.Location.
Purpose#
Spatial entropy field visualization using the entropy material.
# BP_RTT_HybridDemo — Blueprint Spec
RTT / Integrations / UE6 / Examples
Identity#
- Name:
BP_RTT_HybridDemo - Parent:
Actor - Path:
RTT/Examples/BP_RTT_HybridDemo
Components#
DefaultSceneRoot:SceneComponentRTTComponent:URTTComponentParticleSystem:NiagaraComponentorParticleSystemComponentHybridMesh:StaticMeshComponent(optional visual anchor)
Variables (Category: RTT)#
HybridCoherenceThreshold: float =0.5HybridIntensity: float =1.0
Event Graph#
Event Tick
- Call
RTT_ProbeResonance→ResonanceFrame - Call
RTT_TraceEntropy→EntropySignature - Compute
HybridValue(Blueprint math):HybridValue = (ResonanceFrame.Amplitude * (1 - EntropySignature.Intensity)) * HybridIntensity
- Drive particle parameters:
Set Niagara Float Parameter "HybridStrength"=HybridValue- Optionally drive color/size based on
HybridValue
- Optional: if
HybridValue > HybridCoherenceThreshold:- Change material on
HybridMeshor trigger special effect.
- Change material on
Purpose#
Demonstrate hybrid operator behavior (resonance × entropy) driving a dynamic effect.
# BP_RTT_ResonanceDemo — Blueprint Spec
RTT / Integrations / UE6 / Examples
Identity#
- Name:
BP_RTT_ResonanceDemo - Parent:
Actor - Path:
RTT/Examples/BP_RTT_ResonanceDemo
Components#
DefaultSceneRoot:SceneComponentRTTComponent:URTTComponent(attached to root)Mesh:StaticMeshComponent(visual target plane or sphere)
Variables (Category: RTT)#
ResonanceScale: float =1.0ResonanceColor: LinearColor =(1.0, 0.3, 0.8, 1.0)
Event Graph#
Event BeginPlay
- Create Dynamic Material Instance for
MeshusingM_RTT_ResonanceHeatmap - Store as
ResonanceMID
Event Tick
- Call
RTT_ProbeResonanceonRTTComponent→ResonanceFrame - Set scalar params on
ResonanceMID:ResonanceAmplitude=ResonanceFrame.Amplitude * ResonanceScaleResonanceFrequency=ResonanceFrame.FrequencyResonancePhase=ResonanceFrame.Phase
- Optional:
Draw Debug Sphereat actor location using amplitude‑scaled radius.
Purpose#
Visual, material‑driven resonance demo using the heatmap material.
# UE6 Example Project — Folder Structure
RTT / Integrations / UE6 / ExampleProject
This structure defines a minimal UE6 project demonstrating RTT operators, resonance fields, entropy boundaries, and hybrid behavior.
ExampleProject/
Config/
Content/
RTT/
Core/
RTTComponent.uasset
RTT_Primitives.uasset
Examples/
BP_RTT_Primitives.uasset
BP_RTT_ResonanceDemo.uasset
BP_RTT_EntropyDemo.uasset
BP_RTT_HybridDemo.uasset
Materials/
M_RTT_ResonanceHeatmap.uasset
M_RTT_EntropyField.uasset
UI/
WBP_RTT_Timeline.uasset
WBP_RTT_OperatorPanel.uasset
Maps/
RTT_Showcase.umap
RTT_ResonanceRoom.umap
RTT_EntropyField.umap
Plugins/
RTTUE6/
Source/
Resources/
Scripts/
RTTTools.py
RTT_ResonanceVisualizer.py
RTT_EntropyInspector.py
RTT_OperatorTimeline.py
RTT_MenuExtension.py
README.md
Highlights#
- RTT/Core → C++ bindings + primitive Blueprint
- RTT/Examples → ready‑to‑run operator demos
- RTT/Materials → resonance + entropy visualization shaders
- RTT/UI → editor + runtime widgets
- Maps → curated scenes for φ–V–R, entropy, hybrid operators
- Scripts → all editor utilities in one place
This structure is AI‑parsable, student‑ready, and zero‑drift.