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Reference
Normative grammar, public API, handler implementation, and editor tooling. Lookup material for advanced KDataForge work, not a tutorial.
This section is lookup material, not a walkthrough. Consult these pages when you already know roughly what you’re building and need the exhaustive, field-by-field detail rather than a guided example. Features explains what a capability does and why it’s shaped the way it is, and Examples gives you copy-pasteable YAML. The pages below cover what those sections deliberately leave out: normative grammar, the stable C++ surface, editor tooling, and catalogs.
- YAML Schema is the complete, normative grammar for packs, document types, pack configuration definitions, typed references and templates, property paths, all 22 operations, conditions, and includes. It’s for pack authors who need to check the exact shape or default of a field rather than read a worked example.
- API Design documents the public C++ API surface in
the
KDataForgeApimodule. It’s for third-party mod developers who link against KDataForge from native code and need to know which symbols are stable to build against long-term. - Handler Template is a reference C++
implementation of a document handler, built around a worked
RecipeHandlerexample. It’s for developers extending KDataForge itself with support for a new YAML root type. - UE Editor Integration covers
KDF.ApplyToAssets, the console command that applies YAMLcdopatches directly onto assets inside the Unreal Editor so the changes can be saved as permanent edits. It’s for mod developers working in editor builds, not the packaged game. - Reflection Export documents runtime type export, Blueprint loading, functions, the game settings index, reload classification and the cold-property catalog, Pack Manager bundle import, metadata supplement, and validation commands.
- Blueprint Config API documents the Blueprint surface of pack configuration: the config description classes per field kind, the function library, apply results, multiplayer roles and events. It’s for anyone building a settings screen.
- Config Expressions is the grammar, type rules and
error codes of the
config:condition key. - Base-Game Unlock Classes catalogs
every base-game
FGUnlocksubclass, its properties, concrete examples, and instantiation caveats. - Mod Unlock Classes does the same for the unlock classes installed mods add, including the Blueprint path to use for each.
- Availability Dependency Classes
catalogs every
FGAvailabilityDependency, abstract state, Blueprint/native path, and field.
