๐ Adastrea - Open-World Space Flight Game
March 16, 2026 ยท View on GitHub
Built on Unreal Engine 5.6 | MIT License | Active Development
๐ Current Status
๐ฏ Current Focus: Trade Simulator MVP (Week 12 of 12 - Final Polish & Demo Preparation)
๐ฅ Status: ACTIVE DEVELOPMENT - March 2026
๐ Latest Update: Endless development cycle #18 - Code quality improvements and documentation updates (March 16, 2026 23:23 GMT)
๐ Quick Navigation
๐ New to Adastrea? โ docs/GETTING_STARTED.md - Start here! โญ
| For... | Go to... |
|---|---|
| ๐ฎ Want to understand the project | docs/GETTING_STARTED.md |
| ๐ป Want to contribute code | docs/development/CONTRIBUTING.md โ docs/development/CODE_STYLE.md |
| ๐ Looking for documentation | docs/README.md or docs/DOCUMENTATION_INDEX.md |
| ๐ฏ Understanding the MVP | docs/mvp/README.md |
| ๐๏ธ Architecture questions | ARCHITECTURE.md |
| ๐ Recent changes | docs/CHANGELOG.md |
Historical Context:
- January 2026: Repository modernization (documentation consolidation)
- December 2025: Critical review and MVP pivot
- October-December 2025: Initial development (infrastructure-first approach)
Adastrea - Open World Space Flight Game
Current Focus: Trade Simulator MVP (Dec 2025 - Mar 2026) - Building playable trading game to validate market interest
๐จ CRITICAL PROJECT UPDATE (December 29, 2025)
Project Status: TRADE SIMULATOR MVP - WEEK 1 OF 12
After comprehensive critical review (Dec 24, 2025), Adastrea is focused on a Trade Simulator MVP to validate gameplay before expanding scope.
Current Week: Week 1 (Dec 29 - Jan 4) - Hardcoded prototype foundation
Recent Progress (Dec 24-29, 2025)
- โ Critical Review Complete: Identified architecture-first issues
- โ Phase 2.1 Analysis: 186 functions โ 64-75 MVP-critical
- โ Trading Cleanup: Removed 12 non-MVP functions
- โ All Roadmaps Updated: 9 documents aligned with MVP focus
- ๐ Week 1 In Progress: Hardcoded prototype development starting
What Happened
- โ Code: 85% complete (33K lines, 22 systems)
- โ Playable Content: 0% (no gameplay to test)
- ๐ Assessment: Architecture-first approach led to over-engineering without validation
What's Changing
NEW FOCUS: Build playable trading game in 12 weeks Core Loop: Buy low โ Fly โ Sell high โ Upgrade ship โ Repeat
Scope Discipline:
- โ Building: Trading system, basic flight, stations, economy
- ๐ซ Deferred: Combat, exploration, quests, crew management (until post-MVP)
Validation Gates:
- Week 4: 60% "had fun" rating or pivot
- Week 12: 75% "had fun", 50% "would buy" โ Ready for funding
Critical Documents
Must Read Before Contributing:
- ๐ Critical Review Summary - Honest assessment, why we're pivoting
- ๐ Action Plan - 12-week recovery roadmap
- ๐ฏ MVP Instructions - What to build
- ๐ซ Anti-Patterns - Lessons learned (18 mistakes to avoid)
- ๐ MVP Documentation - Current phase details
Key Principle: One polished gameplay loop beats ten half-finished systems.
๐ Important: Documentation Reorganization (December 2025)
Major Documentation Update:
- ๐ docs/ - All documentation now organized in structured folders
- ๐ MASTER_DOCUMENTATION.md - Complete documentation in one comprehensive file
- ๐ CURRENT_STATUS.md - Realistic project status (code 85% complete, content 10% complete)
- ๐๏ธ Removed 80+ obsolete files - Cleaned up duplicate and outdated documentation
โ ๏ธ Reality Check: The project is code-complete but not content-complete. C++ systems are implemented, but editor content (Blueprints, Data Assets, Maps, UI) needs to be created. See CURRENT_STATUS.md for details.
๐ Endless Development System (March 2026)
Active Maintenance: Adastrea runs an automated endless development system with hourly cycles to maintain code quality, documentation, and GitHub activity.
Current Cycle: #18 - Code quality improvements and documentation updates (March 16, 2026 23:23 GMT)
System Overview: The Endless Development System performs hourly maintenance cycles that:
- Code Quality: Review TODOs, fix formatting, ensure cross-platform compatibility
- Documentation: Update README, CHANGELOG, and tracking documentation
- Testing: Run automated test suite (17+ Python tests)
- Health Checks: Comprehensive 7-point repository validation
- GitHub Activity: Regular commits demonstrating active development
Recent Improvements (Last 24 Hours):
- โ Cycle #14: Trading system improvements and documentation
- โ Cycle #15: Windows compatibility fixes and Unicode encoding validation
- โ Cycle #16: Procedural name generators with bulk generation support
- โ Cycle #17: Code quality maintenance and system documentation
- โ Cycle #18: Code quality improvements and documentation updates (current)
- โ Repository Health: 85.7% score with regular monitoring
- โ Test Suite: 17+ Python tests passing consistently
- โ Cross-Platform: Windows compatibility verified and documented
System Documentation: See Endless Development System for complete details on the automated maintenance framework.
Goal: Maintain production-ready repository with consistent quality assurance while MVP development continues.
๐ Documentation Navigation
New to Adastrea? Multiple documentation options:
- ๐ docs/ - Browse organized documentation by category โญ NEW
- ๐ MASTER_DOCUMENTATION.md - Complete documentation in one file
- ๐ docs/DOCUMENTATION_INDEX.md - Complete documentation index
- ๐ Quick Start Guide - Get running in 10 minutes
- ๐จ Designer Onboarding - For non-programmers
- ๐ฎ Core Systems Overview - All 22+ game systems
- ๐ป Developer Guides - Architecture and contributing
Documentation Categories:
- ๐ docs/systems/ - Game system documentation
- ๐ docs/development/ - Developer guides
- ๐ docs/setup/ - Installation and setup
- ๐ docs/testing/ - Testing documentation
- ๐ docs/content-generation/ - Content creation tools
- ๐ docs/reference/ - Quick references and cheatsheets
Table of Contents
- About
- Quick Start
- Fast-Forward Content Creation โญ NEW
- Project Roadmap
- Project Structure
- Core Features
- Scene and Asset Population
- Documentation
- Contributing
- License
About
Adastrea is an open-world space flight game built on Unreal Engine 5.6. Players can explore vast galaxies, engage in thrilling space battles, discover new planets, manage space stations, build crew relationships, and participate in a dynamic galactic economy. The project features 22 major game systems with over 33,000 lines of C++ code and comprehensive Blueprint integration.
Key Highlights
- ๐ Data-Driven Design: All game content uses Blueprint Data Assets
- ๐ฎ Designer-Friendly: Minimal C++ knowledge required
- ๐๏ธ Modular Architecture: Systems work independently and integrate seamlessly
- ๐ค Automated Scene Population: Quickly populate levels with actors and interior layouts
- ๐ Comprehensive Documentation: Guides, templates, and workflows for everything
- ๐ง Blueprint First: Full Blueprint exposure for all systems
Quick Start
Prerequisites
- Unreal Engine 5.6 (check the .uproject file for exact version)
- Visual Studio 2022 (Windows) or Xcode (Mac) for C++ development
- Git for version control
๐ Build with UE Build Tools Only
You can now build Adastrea using only the Unreal Engine build tools (~500MB) instead of the full engine (~50GB):
Windows (SetEnv workaround for UE 5.6):
REM Download build tools
setup_ue_build_tools.bat
REM Build the project
build_with_ue_tools.bat Development Win64
Linux/Mac:
# Download build tools
./setup_ue_build_tools.sh
# Build the project
./build_with_ue_tools.sh Development Linux
๐จ Windows Users: If experiencing MSBuild SetEnv task failures (49KB+ include paths), this is the required workaround for UE 5.6 large projects. See Windows Build Scripts Reference.
See BUILD_WITH_UE_TOOLS.md for complete instructions.
Perfect for:
- โ CI/CD pipelines
- โ Automated testing
- โ Build verification
- โ Code compilation without full editor
- โ Windows: Bypassing MSBuild SetEnv limitations
Note: To actually run and edit the project, you still need the full Unreal Engine 5.6 installation.
Robust Setup Validation
Before building the project, it's highly recommended to run our automated setup validation scripts to ensure your development environment is properly configured. These scripts check for all prerequisites, validate project structure, and can optionally perform static analysis.
Option 1: Shell Script (Linux/Mac/WSL)
# Basic validation
./Tools/SetupCheck.sh
# Validation with build folder cleanup
./Tools/SetupCheck.sh --clean
# Validation with static analysis (requires cppcheck)
./Tools/SetupCheck.sh --analyze
# Display help
./Tools/SetupCheck.sh --help
Option 2: Python Script (Cross-Platform)
# Basic validation (works on Windows, Linux, Mac)
python Tools/SetupCheck.py
# Validation with static analysis (requires cppcheck)
python Tools/SetupCheck.py --analyze
# Verbose output with detailed information
python Tools/SetupCheck.py --verbose
# Display help
python Tools/SetupCheck.py --help
The validation scripts check for:
- โ Unreal Engine version compatibility (5.6)
- โ C++ compiler availability (MSVC, GCC, Clang)
- โ Required project folders (Source, Config, Content, Assets)
- โ Required project files (.uproject, module headers)
- โ Essential documentation files
- โ Optional: Static code analysis with cppcheck
Note: These scripts automate many of the manual checks from Assets/PlaytestingChecklist.md. While the scripts handle environment validation, the playtesting checklist is still valuable for in-editor verification and quality assurance.
Installation
-
Clone the repository:
git clone https://github.com/Mittenzx/Adastrea.git cd Adastrea -
Run Setup Validation (Recommended):
# Linux/Mac/WSL ./Tools/SetupCheck.sh # Or cross-platform Python python Tools/SetupCheck.pyThis validates your environment and identifies any missing prerequisites before building.
-
Generate Project Files:
- Right-click on the
.uprojectfile - Select "Generate Visual Studio project files"
- Having issues? See PROJECT_GENERATION_QUICK_FIX.md for immediate solutions
- Need details? See VISUAL_STUDIO_PROJECT_GENERATION.md for comprehensive troubleshooting
- Right-click on the
-
Build the project:
- Open the generated
.slnfile in Visual Studio - Build in "Development Editor" configuration
- Or open the
.uprojectfile directly in Unreal Engine
- Open the generated
-
Verify Installation:
- Launch the editor
- Check that all example Data Assets load correctly
- Run the game with the Play button
- (Optional) Run AdastreaAssetValidator.py in the Unreal Editor Python console for asset validation
Testing and Automation
The project includes comprehensive automated testing tools for reliability and validation:
- Smoke Tests: Automatically load all maps and detect missing assets, broken references, and errors
- Screenshot Tests: Capture screenshots and perform visual regression testing against golden masters
- Automation Runner: CLI utility for running tests and scheduling overnight validation runs
# Run all automated tests
python AutomationRunner.py --all
# Run only smoke tests
python AutomationRunner.py --smoke-test
# Schedule overnight validation at 11 PM
python AutomationRunner.py --all --schedule "23:00"
See TESTING_AUTOMATION_GUIDE.md for complete documentation.
Cloud Build Services
For automated building and CI/CD in cloud environments, multiple services are available:
- GitHub Actions + Docker: Free for public repos, integrated CI/CD (recommended for Adastrea) โ Active
- Epic Games Horde: Native UE5 build platform with distributed compilation
- Unreal Cloud Build: Managed cloud service without self-hosting
- TensorWorks Admiral: Enterprise-grade managed UE5 CI/CD
- AWS Game Tech: Comprehensive cloud infrastructure for UE5
Current Status: GitHub Actions workflow is active with project validation. Docker builds require Epic Games organization membership (see detailed setup below).
Important for Docker Builds: To use Unreal Engine containers, you must:
- Link Epic account at www.epicgames.com/account/connections
- Accept Epic Games GitHub organization invitation
- Verify membership at github.com/EpicGames
Troubleshooting Container Access:
- ๐ Run diagnostics:
./test_epic_connection.sh(local) or trigger "Diagnose Container Access" workflow (GitHub Actions) - ๐ See CONTAINER_DIAGNOSTICS.md for comprehensive troubleshooting guide
- โ๏ธ Error: "denied"? See Container Diagnostics for specific solutions
See CLOUD_BUILD_SERVICES.md for detailed comparisons and CLOUD_BUILD_QUICK_START.md for complete setup instructions.
Procedural Content Generation
Generate randomized game content quickly with the procedural generation system:
# Generate everything at once (star systems, NPCs, quests, ships)
python ProceduralGenerators.py --type all
# Generate specific content
python ProceduralGenerators.py --type galaxy --count 10 # Star systems
python ProceduralGenerators.py --type npc --count 25 # Crew members
python ProceduralGenerators.py --type quest --count 20 # Missions
python ProceduralGenerators.py --type ship --count 8 # Ship variants
# Interactive menu
python ProceduralGenerators.py
What Gets Generated:
- ๐ Galaxy Systems - Complete star systems with planets, asteroids, stations, and factions
- ๐ฅ NPCs - Crew members with realistic names, skills, backstories, and personality traits
- ๐ Quests - Missions with objectives, rewards, difficulty scaling, and special conditions
- ๐ Ship Variants - Randomized ship designs with class-appropriate stats and unique names
All generated content is saved as YAML files compatible with the existing Data Asset system and can be imported directly into Unreal Engine.
Quick Start: See PROCEDURAL_GENERATION_docs/QUICKSTART.md Full Guide: See PROCEDURAL_GENERATION_GUIDE.md
First Steps
- For Fast Content Creation โญ NEW: See FAST_FORWARD_QUICK_START.md - Generate ships, interiors, and stations in 30 minutes!
- For Designers: Read Assets/DesignerOnboarding.md
- For Programmers (C++ Focused): Read CPP_FOCUSED_SETUP.md and ESSENTIAL_BLUEPRINTS_ONLY.md
- For Programmers (General): Read docs/development/CONTRIBUTING.md and ARCHITECTURE.md
- For Playing in PIE (Quick Start): See BLUEPRINT_QUICK_START_PIE.md - Get flying in 5 minutes!
- For Blueprint Creation: See BLUEPRINT_REQUIREMENTS_LIST.md for complete list of required Blueprints
- For PIE Setup Guide: See BLUEPRINT_LIST_FOR_PIE.md for detailed blueprint checklist
- For Testing: Create a Test Mode level - see Docs/TestMode_INDEX.md for complete guide
- For Automation: See TESTING_AUTOMATION_GUIDE.md for automated testing
- For Procedural Content: See PROCEDURAL_GENERATION_docs/QUICKSTART.md
- Quick Reference: See individual system guides in the Assets/ folder
Project Roadmap
๐ Want to see where the project is headed? Check out our comprehensive ROADMAP.md for:
- Development phases and timelines
- Completed, in-progress, and planned features
- Detailed feature breakdowns for all systems
- Technical roadmap and optimization plans
- Community and modding ecosystem plans
- How to contribute to upcoming features
Current Status: Alpha 1.0.0-alpha - Phase 4 (Gameplay & Polish) in progress Next Milestone: Phase 4 completion and Phase 5 (Content & Beta) - 2026
๐ Contributing to the Roadmap: When submitting PRs that affect project milestones or system status, please update ROADMAP.md.
Fast-Forward Content Creation
โก NEW: Accelerate development with 100% FREE tools and resources!
The project is code-complete (85%) but needs content creation (10% complete). Use these guides to generate ships, interiors, station modules, and graphics in weeks instead of months:
Quick Links
- ๐ FAST_FORWARD_QUICK_START.md - โญ START HERE - Get content creation moving in 30 minutes
- ๐ FREE_CONTENT_GENERATION_GUIDE.md - Comprehensive guide to free tools and workflows
- ๐ง FREE_TOOLS_COMPARISON.md - Tool comparison and recommendations
What You Get (100% FREE)
Automated Content Generation:
- โ 290+ assets in ~10 minutes (run MasterContentGenerator.py)
- โ Procedural ships, NPCs, quests, stations
- โ Complete VFX system generation
Free 3D Assets & Tools:
- โ Quixel Megascans (10,000+ assets via Bridge - already enabled!)
- โ Blender + Spaceship Generator (procedural ship creation)
- โ NASA 3D Resources (real spacecraft models)
- โ Sketchfab, Blend Swap, OpenGameArt (free model libraries)
Time Savings:
- Ships: 80% faster (10 ships in 4-5 hours vs 100-200 hours)
- Interiors: 80% faster (modular system setup once, reuse forever)
- Station Modules: 80% faster (20 modules in 15-20 hours vs 400 hours)
- VFX: 85% faster (24 systems in 1 hour vs 200 hours)
Total Savings: 850-950 hours (85-90% reduction)
Quick Start (30 Minutes)
# 1. Enable Python automation in Unreal Editor (5 min)
Edit โ Plugins โ "Python Script Plugin" โ Enable โ Restart
# 2. Generate all content (10 min)
Tools โ Python โ Python Console
>>> import MasterContentGenerator
>>> MasterContentGenerator.generate_all_content()
# 3. Access free assets (10 min)
Window โ Quixel Bridge โ Sign in โ Download materials
# 4. Download Blender (5 min)
Visit blender.org โ Download โ Install
Result: Project populated with 290+ assets, ready to create custom 3D content
Resources
- Automation Scripts: MasterContentGenerator.py, ProceduralGenerators.py, ScenePopulator.py
- Free Asset Sources: Quixel Megascans, NASA 3D, Sketchfab, Blend Swap
- 3D Tools: Blender (free), Spaceship Generator (free), Geometry Nodes (free)
- Materials: Quixel Megascans (10,000+ PBR materials, all FREE)
See FREE_CONTENT_GENERATION_GUIDE.md for complete workflows and tutorials.
Project Structure
Adastrea/
โโโ README.md # Project overview
โโโ ROADMAP.md # Development roadmap
โโโ ARCHITECTURE.md # MVP architecture
โโโ LICENSE # MIT License
โ
โโโ docs/ # All documentation
โ โโโ CHANGELOG.md # Version history
โ โโโ GETTING_STARTED.md # Setup guide
โ โโโ QUICKSTART.md # Quick start
โ โโโ DOCUMENTATION_INDEX.md # Doc index
โ โโโ development/ # Development guides
โ โโโ mvp/ # MVP documentation
โ โโโ archive/ # Archived docs
โ
โโโ Assets/ # YAML templates (deferred systems)
โโโ Blueprints/ # Blueprint documentation
โโโ Config/ # Unreal Engine configuration
โ
โโโ Content/ # Game content (UE assets)
โ โโโ Blueprints/ # Blueprint classes
โ โโโ Homeworlds/ # Homeworld assets
โ โโโ Maps/ # Level maps
โ โโโ Planets/ # Planet assets
โ โโโ SpaceStations/ # Station assets and modules
โ โโโ UI/ # UI widgets
โ
โโโ Python Scripts/ # Automation and testing
โ โโโ SmokeTest.py # Smoke testing script
โ โโโ ScreenshotTester.py # Screenshot and visual regression testing
โ โโโ AutomationRunner.py # CLI automation orchestrator
โ โโโ AdastreaAssetValidator.py # Asset validation
โ โโโ EditorUtilities.py # Editor utility functions
โ โโโ ScenePopulator.py # Automated scene population
โ โโโ InteriorLayoutPopulator.py # Interior layout automation
โ โโโ ProceduralGenerators.py # Procedural content generation
โ โโโ TemplateGenerator.py # YAML template generator
โ โโโ GuideGenerator.py # Documentation generator
โ โโโ YAMLtoDataAsset.py # YAML import tool
โ โโโ SetupCheck.py # Environment validation
โ โโโ PopulationTemplates/ # Scene population config templates
โ โโโ smoke_test_config.json # Smoke test configuration
โ โโโ screenshot_test_config.json # Screenshot test configuration
โ โโโ automation_config.json # Automation runner configuration
โ
โโโ Source/ # C++ source code
โโโ Adastrea/ # Core game systems
โโโ AI/ # AI logic classes
โโโ Characters/ # Character and personnel
โโโ Factions/ # Faction system
โโโ Materials/ # Material system
โโโ Planets/ # Planet classes
โโโ Player/ # Player-specific systems
โโโ Ships/ # Spaceship classes
โโโ Stations/ # Space station classes
โโโ Trading/ # Trading economy
โโโ UI/ # UI widgets
Core Features
Spaceship Data Asset System
A comprehensive spaceship specification system that allows designers to create detailed ship configurations as Blueprint Data Assets without writing C++ code. The base ASpaceship class includes FloatingPawnMovement for 3D space flight capabilities.
Key Components:
ASpaceship- Base ship actor with FloatingPawnMovement component for space flightUSpaceshipDataAsset- Complete ship specification data asset with all stat categories- Core Stats: Hull strength, cargo capacity, crew requirements, modular points
- Combat Stats: Armor, shields, weapons, point defense systems
- Mobility Stats: Speed, acceleration, maneuverability, jump range, fuel
- Utility Stats: Sensors, stealth, repair, science, medical systems
- Operational Stats: Power, life support, maintenance, hangars, drones, AI
- Advanced Stats: Diplomacy, boarding, customization slots, electronic warfare, mining
- Lore/Flavor: Manufacturer, year built, rarity tier, colors, lore notes
Ship Templates Available:
- Pathfinder Scout - Fast reconnaissance vessel with exceptional sensors
- Warhammer Gunship - Heavy combat ship with devastating firepower
- Merchant Trader - Large cargo hauler optimized for trade routes
- Starliner Luxury - Premium passenger vessel with diplomatic facilities
- Excavator Mining - Industrial mining barge with resource extraction tools
- Sovereign Command - Capital flagship with command and carrier operations
Blueprint-Callable Functions:
GetCombatRating()- Calculate overall combat effectiveness (0-100)GetMobilityRating()- Calculate overall mobility (0-100)GetUtilityRating()- Calculate overall utility (0-100)IsSuitableForRole(Role)- Check if ship fits a specific roleGetSizeCategory()- Get ship size classificationGetOperationalCost()- Calculate daily maintenance cost
Documentation:
- Complete Guide: Assets/SpaceshipDataAssetGuide.md - Full ship creation walkthrough
- Templates Reference: Assets/SpaceshipTemplates.md - All ship templates with stats
- Workflow Guide: Assets/SpaceshipDesignerWorkflow.md - Best practices and workflows
- Interior Guide: Assets/SpaceshipInteriorGuide.md - Complete interior implementation guide
- Control Guide: Assets/ShipControlGuide.md - Ship control system from interiors
- YAML Templates: Assets/SpaceshipTemplates/ - Copy-paste ready ship configurations
Quick Usage:
- Create a new SpaceshipDataAsset in the Content Browser
- Use YAML templates from
Assets/SpaceshipTemplates/as reference - Configure all stat categories (core, combat, mobility, utility, operational, advanced, lore)
- Test with Blueprint-callable helper functions
- Integrate into your spaceship Blueprint actors
Space Station Editor System
A modular space station construction system that enables players to build, customize, and manage space stations in-game. The system uses Blueprint-friendly C++ classes and is provided through the StationEditor runtime module.
Key Components:
ASpaceStation- Core station actor with module management (add, remove, move modules) [Adastrea module]ASpaceStationModule- Base class for station modules with type classification [Adastrea module]UStationEditorManager- Core C++ manager handling placement, validation, undo/redo, construction queue [StationEditor module]UStationModuleCatalog- Data Asset defining available modules, costs, and requirements [StationEditor module]UStationEditorWidget- Player-facing UI widget for station editing [StationEditor module]AStationBuildPreview- Visual preview actor showing placement validity [StationEditor module]UStationGridSystem- Grid snapping and alignment system [StationEditor module]EStationModuleGroup- Module categorization enum (Docking, Power, Storage, Defence, etc.) [Adastrea module]
Module Organization:
- StationEditor module (Runtime): In-game player-facing station editor UI with full editing capabilities
- Adastrea module (Runtime): Core station and module actors
- PlayerMods module (Runtime): Player modification system
Documentation:
- PIE Testing Guide: Assets/StationEditorPIETestingGuide.md - โญ START HERE! Complete implementation guide for testing in PIE with key binding setup
- Migration Guide: Assets/StationEditorMigrationGuide.md - ๐ Blueprint to C++ Migration guide for new C++ implementation
- System API Reference: Assets/StationEditorSystemGuide.md - Complete C++ API documentation
- Management Guide: Assets/StationManagementGuide.md - Station management UI patterns
- Blueprint Integration: Content/Blueprints/STATION_EDITOR_README.md - Blueprint implementation details
Quick Usage:
- Create Blueprint extending
ASpaceStationfor your custom station - Create module Blueprints extending
ASpaceStationModule(e.g., docking bays, trade hubs) - Create
DA_StationModuleCatalogData Asset with available modules - Create Widget Blueprint extending
UStationEditorWidgetfor the in-game editor UI - In your Player Controller Blueprint:
- Set
StationEditorWidgetClassto your widget (e.g.,WBP_StationEditor) - Set
ModuleCatalogto your catalog data asset
- Set
- Bind a key (e.g., M) to call
ToggleStationEditor()- the C++ implementation handles everything automatically! - New in 2025: All editor opening logic is now in C++ - see Migration Guide
Way System
The Way System provides specialized guilds (Ways) and micro-alliances (Way Networks) based on shared values (Precepts). Ways are small focused organizations (50-1000 members) that handle specific industries and form networks where reputation with one member affects the entire alliance.
Key Components:
UWayDataAsset- Specialized guild definition with industry, quality, and PreceptsUWayNetworkDataAsset- Micro-alliance of 2-5 Ways with shared valuesUVerseSubsystem- Global network management and reputation trackingUVerse- Player component tracking Way reputation and completed Feats- Reputation Spillover - Actions with one network member affect all members
- Network Bonuses - Reputation multipliers for aligned accomplishments
Advanced Features:
-
Industry Specialization: 15 industry types (Mining, Manufacturing, Exploration, etc.)
- Each Way focuses on specific production/consumption
- Supply chain relationships between Ways
- Quality reputation tiers (Basic to Legendary)
-
Way Networks: Micro-alliances of 2-5 Ways
- Blueprint-callable functions:
RegisterNetwork(),GetNetworksForWay(),GetNetworkVerseScore() - Shared Precepts (values) unite network members
- Configurable spillover (20-70% typical)
- Network bonuses (1.5-2.5x multipliers)
- Minimum reputation thresholds for benefits
- Blueprint-callable functions:
-
Precepts and Feats: Value-driven reputation system
- Precepts: Core values (Craftsmanship, Discovery, Honor, etc.)
- Feats: Legendary accomplishments that grant reputation
- Alignment-based rewards (matching Precepts earn more rep)
- Automatic network spillover with
RecordFeatWithNetworkEffects()
-
Sector Councils: Practical governance (not political)
- Ways participate in sector decision-making
- Tax rates and budget allocation
- Weighted voting based on influence
- Players can join councils through Way leadership
-
Economic Integration: Supply chains and trading
- Ways produce and consume resources
- Trade agreements and pricing
- Network member trading bonuses
- Joint contracts for high-reputation players
Example Networks:
- Craftsmen's Compact - Engineering excellence (Engineers, Ship-Builders, Refiners)
- Frontier Alliance - Exploration and discovery (Scouts, Cartographers, Pioneers)
- Honor Circle - Warrior traditions (Warriors, Duelists, Protectors, Bounty Hunters)
- Merchant Coalition - Trade and commerce (Traders, Brokers, Transport Union)
- Scholars' Syndicate - Knowledge and research (Researchers, Archivists, Scientists)
Documentation:
- Complete Guide: Assets/WaySystemGuide.md - Comprehensive system overview
- Overview: Assets/WaySystemOverview.md - Introduction to Ways and Networks
- Quick Reference: Assets/WaySystemQuickReference.md - Fast lookup tables
- API Reference: Assets/WaySystemAPIReference.md - Developer C++/Blueprint reference
- Way Creation: Assets/WayCreationGuide.md - Step-by-step Way creation
- Network Guide: Assets/WayNetworkGuide.md - Complete network documentation
- Network Quick Start: Assets/WayNetworkQuickStart.md - 5-minute setup
- Network Workflow: Assets/WayNetworkWorkflow.md - Designer workflow
- Blueprint Examples: Blueprints/WayNetworkBlueprintExamples.md - Copy-paste examples
- YAML Templates: Assets/WayNetworkTemplates/ - 5 ready-to-use network configs
Quick Usage:
Creating a Way:
- Create a new WayDataAsset in the Content Browser
- Configure identity (name, ID, description)
- Set specialization (industry, quality tier, member count)
- Define Core Precepts (3-5 values with importance levels)
- Add produced/consumed resources for supply chains
- Set organizational attributes (tech, military, economic, influence)
Creating a Network:
- Create a new WayNetworkDataAsset in the Content Browser
- Add 2-5 member Ways with influence and commitment levels
- Define Shared Precepts (copy from member Ways)
- Configure spillover percentage (30-50% typical)
- Set network alignment bonus (1.5-2.0x typical)
- Set minimum reputation threshold (20-40 typical)
- Register network with VerseSubsystem on game start
Using in Gameplay:
- Complete Feats aligned with Way Precepts to earn reputation
- Reach reputation thresholds to access network bonuses
- Gain spillover reputation with entire network automatically
- Access network-exclusive missions, discounts, and rewards
- Participate in sector council decisions as Way leader
Faction and Personnel AI System
The game includes a complete AI framework for data-driven faction and personnel behaviors, supporting peaceful/exploration early-game priorities and personality-driven decision making.
Key Components:
UNPCLogicBase- Base class for all NPC AI logic with BlueprintNativeEvent hooksUFactionLogic- Faction-level strategic AI (macro decisions: expansion, trade, diplomacy)UPersonnelLogic- Individual crew AI (micro decisions: tasks, social, training)- Early Game Priorities - Configurable peaceful/exploration focus for factions
- 8 Personality Dispositions - Cautious, Bold, Analytical, Empathetic, Pragmatic, Curious, Disciplined, Creative
- Truces and Relationships - Diplomatic systems for peaceful gameplay
- Task Priorities - Dynamic daily scheduling for personnel based on personality
Advanced Features:
-
Blueprint-Friendly Extension: All AI logic uses BlueprintNativeEvent pattern
- Override any behavior in Blueprints without C++ knowledge
- Call parent implementation when needed
- Mix C++ performance with Blueprint flexibility
-
Peaceful Early-Game AI: Factions support exploration-focused gameplay
- Configurable priority system (0-10 scale for each activity)
- Automatic transition from early to mid/late game
- Truce system for maintaining peace
- Trade and diplomacy emphasis over conflict
-
Personality-Driven Personnel: 8 dispositions affect all decisions
- Curious: Exploration and research focus
- Disciplined: Protocol adherence, by-the-book
- Empathetic: People-focused, supportive
- Pragmatic: Efficiency and results
- Bold: Risk-taking, decisive
- Cautious: Safety-first, methodical
- Analytical: Logic and calculation
- Creative: Innovation and unconventional solutions
-
Social and Relationship Systems: Dynamic crew interactions
- Friendship and rivalry development
- Personality compatibility affects collaboration
- Morale impacts based on social dynamics
- Command hierarchy with manager/report relationships
YAML Templates:
FactionAI/PeacefulExplorers.yaml- Exploration-focused peaceful factionFactionAI/TradeCoalition.yaml- Commerce-focused merchant factionPersonnelAI/CuriousExplorer.yaml- Inquisitive science officerPersonnelAI/DisciplinedSecurity.yaml- By-the-book security officerPersonnelAI/EmpatheticMedic.yaml- Caring medical officer
Documentation:
- Faction AI Guide: Assets/FactionAISetupGuide.md - Complete faction AI setup
- Personnel AI Guide: Assets/PersonnelAISetupGuide.md - Complete personnel AI setup
- Designer Workflow: Assets/AIDesignerWorkflow.md - No C++ workflow for designers
- System Integration: Assets/AISystemIntegration.md - Connecting AI to game systems
- YAML Templates: Assets/FactionAITemplates/ and Assets/PersonnelAITemplates/
Quick Usage:
Creating Faction AI:
- Create a FactionDataAsset with traits and relationships
- Create a Blueprint based on UFactionLogic
- Assign FactionDataAsset and configure Early Game Priorities
- Override BlueprintNativeEvents to customize behavior (optional)
- Integrate with ships/stations via component or reference
Creating Personnel AI:
- Create a PersonnelDataAsset with skills, traits, and relationships
- Create a Blueprint based on UPersonnelLogic
- Assign PersonnelDataAsset and set Disposition
- Override BlueprintNativeEvents for custom personality (optional)
- Add to character actors and update in Tick
For Designers (No C++ Required):
- Use YAML templates as reference for values
- Configure all behavior through Data Assets
- Customize decisions in Blueprint visual scripting
- Test and iterate without recompiling
- All AI hooks are BlueprintNativeEvents
Personnel Management System
The game includes a comprehensive personnel/crew management system for creating and managing crew members, staff, and character progression.
Key Components:
UPersonnelDataAsset- C++ Data Asset class for defining personnel with 31 role typesFPersonnelTrait- Struct for personnel traits with gameplay modifiersFPersonnelRelationship- Struct for interpersonal relationshipsFPersonnelSkill- Struct for skill tracking with levels and experienceFPerformanceMetric- Struct for tracking effectiveness over time- 7 ready-to-use YAML templates for common roles
Advanced Features:
-
Role System: 31 distinct roles from Captain to Janitor
- Command: Captain, XO, Station Manager
- Flight: Pilot, Navigator
- Technical: Engineer, AI Operator, Researcher
- Combat: Gunnery Chief, Gunner, Security Officer
- Medical: Medical Officer, Science Officer
- Support: Quartermaster, Chef, Bartender, Janitor
- Specialized: Diplomat, Trader, Salvage Specialist, Mining Specialist, Smuggler
- General: Crew Member, Station Staff, Entertainment, Civilian, Ambassador
-
Skill System: Multi-level skill tracking with experience points
- Blueprint-callable functions:
GetSkillByName(),GetSkillLevel(),HasSpecialty() - Individual skill levels (1-10) and experience points
- Support for skill progression and career development
- Blueprint-callable functions:
-
Status Tracking: Comprehensive personnel condition monitoring
- Health, Morale, Fatigue, Loyalty, Reputation
- Blueprint-callable functions:
IsInGoodCondition(),NeedsRest(),IsLoyal(),HasLowMorale() - Real-time status affects performance
-
Relationship System: Track interpersonal connections
- Friend, Rival, Mentor, Professional, Family relationships
- Relationship strength (-100 to 100)
- Blueprint-callable functions:
IsFriendsWith(),IsRivalWith(),GetRelationshipStrength()
-
Performance Metrics: Track effectiveness and career history
- Multiple customizable performance metrics
- Trend tracking (improving/declining)
- Past assignments with ratings
- Blueprint-callable functions:
GetPerformanceMetric(),GetAveragePerformance(),IsPerformingWell()
-
Command Hierarchy: Build organizational structures
- Manager/Direct Report relationships
- Department assignment
- Role-based queries:
IsInLeadershipRole(),IsInCombatRole(),GetDirectReportCount()
-
Employment System: Contract and compensation management
- Salary tracking
- Contract duration and remaining time
- Employment history
-
Trait System: Unique characteristics with gameplay modifiers
- Blueprint-callable functions:
HasTrait(),GetTraitModifier(),GetTraits() - Support for stacking modifiers
- Personality types and descriptions
- Blueprint-callable functions:
YAML Templates:
Captain.yaml- Ship commander template with leadership statsPilot.yaml- Flight operations specialistGunner.yaml- Weapons operator templateEngineer.yaml- Technical specialist templateMedicalOfficer.yaml- Healthcare provider templateStationManager.yaml- Station operations managerCrewMember_Generic.yaml- General crew member template
Documentation:
- Complete Guide: Assets/PersonnelSystemGuide.md - Full system documentation
- Role Templates: Assets/PersonnelTemplates.md - All 31 roles with stats and examples
- Designer Workflow: Assets/PersonnelDesignerWorkflow.md - Step-by-step creation workflows
- YAML Templates: Assets/PersonnelTemplates/ - 7 ready-to-use templates
Quick Usage:
- Create a new PersonnelDataAsset in the Content Browser
- Configure personnel properties (role, skills, status, relationships, traits)
- Use YAML templates as reference for typical values and structure
- Assign to ships/stations via CurrentAssignment property
- Use Blueprint-callable functions to query personnel data in gameplay
- Build command hierarchies using Manager ID and Direct Reports
- Create relationships between personnel for team dynamics
Additional Core Systems
Combat System - Complete weapon, targeting, and damage mechanics with 6 weapon types, directional shields, point defense, and 5-phase boarding. See Assets/CombatSystemGuide.md.
Navigation System - Autopilot, 3D pathfinding, and AI following behavior. Supports multi-waypoint paths with obstacle avoidance. See Assets/NavigationSystemGuide.md.
Quest System - Mission tracking with 10 quest types and 9 objective types. Supports quest chains, procedural generation, and difficulty-scaled rewards. See Assets/QuestSystemGuide.md.
Enhanced Input System - Centralized input configuration with 30+ actions organized into categories (Movement, Combat, Navigation, System, Camera). See Assets/EnhancedInputImplementation.md and Assets/MousewheelThrottleSetupGuide.md for detailed mousewheel throttle control setup in UE 5.6.
Save System - Complete save/load with multiple slots, auto-save, metadata tracking, and version control. See Assets/SaveSystemGuide.md.
Tutorial System - Interactive tutorials with 6 step types (Message, UI Highlight, Wait for Action, etc.). Progress tracking and designer-friendly. See Assets/TutorialSystemGuide.md.
Audio System - Sound effects with 8 categories and dynamic music system with 8 moods. Includes spatial audio and priority management. See Assets/AudioSystemGuide.md.
Player Progression - Leveling, reputation tracking, ship upgrades, and unlock systems. See Assets/PlayerProgressionGuide.md.
UI Systems - Complete HUD (AdastreaHUDWidget), Ship Status Screen (ShipStatusWidget), Inventory management (InventoryWidget), Ship Customization (ShipCustomizationWidget), Trading interface (TradingInterfaceWidget), and Station Management (StationManagementWidget). See Assets/ShipStatusScreenSetup.md for ship status screen setup and system-specific guides in Assets/.
Map System
A comprehensive navigation system for displaying the universe and individual sectors with exploration tracking.
Key Components:
- UniverseMapWidget - Galaxy-level view showing all sectors organized in a 3D grid
- SectorMapWidget - Detailed view of individual sectors with object listings
- Sector Discovery - Track explored vs unexplored regions
- Player Tracking - Automatically locate and display player's current sector
- Grid Organization - Sectors organized based on world position (200km per cell)
- Exploration Progress - Statistics showing percentage of universe discovered
Features:
- Full Blueprint exposure with BlueprintNativeEvent pattern
- Automatic sector discovery as player explores
- Neighboring sector finding and distance calculations
- Random spawn position generation within sectors
- Integration with quest markers and faction territories
- Customizable visibility for undiscovered sectors
Usage:
Create Widget Blueprints based on UniverseMapWidget and SectorMapWidget classes, design the UI layout, and bind to player controller for map toggle (M key recommended).
Documentation:
- Map System Guide - Complete documentation with API reference
- Map System Quick Start - 5-minute setup guide
Performance Tools - LOD management (LODManagerComponent) and performance profiling (PerformanceProfiler). See Assets/PerformanceOptimizationGuide.md.
Documentation
Plugin & Tool Integration
- Plugin Recommendations - โญ NEW Comprehensive analysis of UE built-in and Fab marketplace plugins
- Plugin Quick Reference - โญ NEW Quick lookup guide for plugin selection
- Director Plugin Overview - Executive overview of plugin development strategy
- Director Knowledge Base - Comprehensive knowledge base for Adastrea-Director AI tool
- UE Plugin Feasibility Report - Technical feasibility analysis for native plugin
- Plugin Development Guide - Implementation roadmap for plugin conversion
Project Planning
- Project Roadmap - Development phases, timelines, and future features
- Stub and Placeholder Audit - โญ Complete audit of stubs, placeholders, and TODOs - realistic assessment of remaining work
- Current Status - Realistic project status assessment (code 85% complete, content 10% complete)
Research and Analysis
- X4 Foundations Research - ๐ Comprehensive analysis of X4's architecture, modding, and design patterns
- X4 Quick Reference - ๐ TL;DR summary with actionable recommendations
Visual Design
- Game Mockups - Comprehensive visual mockups showing current vs. desired UI/UX for all game screens
- Interactive UI Demo - HTML/CSS interactive demo of game interfaces (open in browser)
Developer Documentation
Comprehensive technical documentation for contributors and developers:
- Architecture Overview - High-level system architecture with visual diagrams
- Contributing Guidelines - How to contribute code, documentation, and assets
- Code Style Guide - C++ and Blueprint coding standards
- Copilot Memory Review - ๐ NEW Comprehensive review of 30+ stored patterns and conventions for GitHub Copilot
- Unreal Directive Best Practices - ๐ Advanced Unreal Engine best practices
- Unreal Directive Suggestions - ๐ Comprehensive improvement suggestions for Adastrea
- Performance Improvements - Optimization guidelines
- Custom Agents - AI assistants with project expertise for GitHub Copilot
Build and CI/CD Documentation
- Build with UE Tools - ๐ Build using only UE build tools (~500MB) instead of full engine (~50GB)
- Windows Build Scripts Reference - ๐ง NEW Windows batch scripts for MSBuild SetEnv workaround (UE 5.6)
- Build Troubleshooting - Common build issues and solutions
- GitHub Token & Docker Setup - โญ Complete guide for setting up GitHub Actions with Docker for Unreal builds
- Container Diagnostics - ๐ NEW Troubleshooting guide for Epic Games container access issues
- Cloud Build Quick Start - Quick reference for cloud build setup
- Cloud Build Services - Comprehensive comparison of build services
Quick Start Guides
- Designer Onboarding - Start here if you're new to the project
- Quick Start - Get up and running quickly
- Content Creation Quick Start - For content creators
- Editor Implementation Guide - Complete guide to working in Unreal Engine editor
Blueprint Documentation
- Blueprint Guide for Beginners - โญ START HERE! Complete beginner-friendly guide assuming zero Blueprint knowledge
- Blueprint Quick Start Summary - One-page printable summary with all essentials
- Blueprint Roadmap Visual - Visual progression map and flowcharts
- Blueprint Requirements List - Comprehensive list of all user-created Blueprints needed in the editor (~100+ Blueprints organized by priority)
- Blueprint Checklist - Quick checklist for creating required Blueprints in phases
- Blueprint Quick Reference - One-page visual reference card with priorities and paths
- Blueprint Creation Guide - Step-by-step Blueprint creation instructions
System Documentation
Core Systems
- Spaceship System Guide
- Space Station System
- Faction System Guide
- Way System Guide
- Personnel System Guide
Advanced Systems
- AI System Overview
- Trading System Guide
- Material System Guide
- Map System Guide
- Homeworld System Guide
Templates and References
- Spaceship Templates - 6 pre-built ship designs
- Faction Templates - 10 pre-made factions
- Personnel Templates - 31 role templates
- Blueprint Workflows
- Trading API Reference
Integration Guides
Workflows and Best Practices
- Spaceship Designer Workflow
- Personnel Designer Workflow
- Trading Designer Workflow
- Playtesting Checklist
- Iteration Guide
Editor Development
Note: The AdastreaEditor C++ module has been removed, but AdastreaEditor.Target.cs is included for building the project in Unreal Editor. Future editor customizations can be added as a new module if needed.
YAML Templates
All systems include ready-to-use YAML templates in their respective folders:
Assets/SpaceshipTemplates/- Ship configurationsAssets/FactionAITemplates/- Faction AI behaviorsAssets/PersonnelAITemplates/- Personnel AI personalitiesAssets/PersonnelTemplates/- Crew member profilesAssets/TradingTemplates/- Trade items and markets
Contributing
We welcome contributions! Here's how to get started:
- Read the Guidelines: See docs/development/CONTRIBUTING.md for detailed instructions
- Check Issues: Look for issues labeled "good first issue" or "help wanted"
- Fork & Clone: Fork the repository and create a feature branch
- Make Changes: Follow our coding standards and best practices
- Test Thoroughly: Ensure your changes work in-editor
- Submit PR: Open a pull request with a clear description
Ways to Contribute
- ๐ Bug Reports: Found a bug? Open an issue with reproduction steps
- โจ New Features: Have an idea? Discuss it in an issue first
- ๐ Documentation: Improve guides, fix typos, add examples
- ๐จ Assets: Create example ships, factions, or other content
- ๐งช Testing: Help test features and report issues
Code of Conduct
Be respectful, constructive, and welcoming. We're all here to build something great together!
License
This project is licensed under the MIT License - see the LICENSE file for details.
Version History
See docs/CHANGELOG.md for detailed version history and release notes.
Support
- Documentation Issues: Open an issue with the "documentation" label
- Bug Reports: Use the bug report template
- Feature Requests: Use the feature request template
- General Questions: Start a discussion in the repository
Built with โค๏ธ using Unreal Engine