Epok Engine
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Recreating a project for the Actor architecture

START WITH THE BIG PICTURE

What does this part of Epok do?

Projects from the Entity and Behaviour era require deliberate recreation in the Actor model. Projects already created with v0.1.1 Actors remain compatible with v0.2.0.

  1. 01Preserve the old project
  2. 02Create a current Actor-based project
  3. 03Copy source assets and rebuild maps and scripts deliberately

What is happening under the hood?

  • Legacy documents are rejected with an explanation and are not rewritten in place.
  • Logical ownership and spatial attachment remain distinct.
  • Map 6, Blueprint 5 and reflection schema 9 remain current in v0.2.0.

Field note: Keep the original project and a version-control checkpoint until the recreated game has built and run successfully.

The Actor architecture is a breaking change. Previous Entity/Behaviour maps, older Blueprint versions and .epokscript sidecars are rejected with a diagnostic. Opening them does not rewrite or convert their files.

Create a new project using the current Basic, Sample or Third Person template. Copy reusable source assets into the new project, recreate the map with Actors, and reimplement scripts as C++ or Blueprint ActorComponents or Actor subclasses. Keep the original project separately while recreating its content.

Maps now store version 6 with one actors collection. Spatial values are stored on root components, custom logic is attached as ActorComponents, and C++ metadata comes from annotated classes. Blueprints use version 5 and the generated reflection cache uses schema 9.

There is no automatic compatibility or migration layer. See Actors and components for the creation, attachment and reuse workflow.

Expanded for the web and checked against develop · View technical source · 8ba2896