Tiny Tool Development

// Engine Plugins / Advanced Preview

Lightning

Dependency-light data-oriented runtime primitives with a separately bounded Unreal owner and Actor bridge.

Dependency-light data-oriented ECS runtime primitives plus a separately bounded Unreal bridge and optional bridge-local representation pooling.

product slidesCommitted walkthrough media; documentation carries the detailed operating context.

// PRODUCT WALKTHROUGH

Visual orientation backed by the product facts below.

Use the gallery as quick orientation, then inspect mechanics, actions, outputs, integrations, and boundaries.

// THE PAIN

Before the plugin enters the chat.

Runtime data layout and Unreal object lifecycles become tightly coupled when one layer owns both.

PAIN

Entity and fragment data can stay compact only when UObject ownership, Actor spawning, presentation failure, and pool reset behavior remain outside the hot core.

Lightning packages those concerns as two sibling runtime modules with an explicit inward dependency direction.

What that feels like

  • Core simulation code starts acquiring UObject or Actor dependencies.
  • Presentation failure clears work before the result was actually applied.
  • Pooling is introduced without an explicit reset contract or separate lifecycle metrics.
// WHAT YOU GET

After — in the editor, not in a slide deck.

One beta runtime plugin for plain ECS experiments and an optional, retry-safe Unreal bridge.

GAIN

LightningCore owns generational entities, trivial fragments, chunks, queries, systems, serialized schedules, commands, dirty tracking, transitions, arenas, and statistics. LightningUnrealBridge owns weak owners, presentation, diagnostics, Actor policies, and optional pools.

  • A package-real C++ Quick Start with a visible Unreal Output Log result.
  • Core-only runtime data and execution primitives without Mass or project gameplay dependencies.
  • None, SpawnDestroy, Pool, and ExternalProvider representation policies.
  • Structured failure diagnostics and dirty-state retention for retry.

// FIT

Who actually reaches for this.

C++ teams evaluating a small data-oriented runtime and explicit Unreal representation boundary.

Lightning packages LightningCore and LightningUnrealBridge as sibling runtime modules. LightningCore owns plain entity, fragment, chunk, query, system, scheduler, dirty-tracking, transition, command-buffer, arena, and statistics contracts while depending only on Core. LightningUnrealBridge owns owner-token resolution, input gather, dirty output apply, structured MissingOutputFragment and ForcedOutputApplyFailure diagnostics, Actor representation transitions, optional bridge-local pool providers, and the fixed SpawnDestroy benchmark.

// SURFACE

Where it lives in Unreal.

Runtime C++ headers, shipped buyer documentation, copy-ready sample Actor, mapping DataAsset, bridge component, and automation evidence.

// CAPABILITY MAP

Feature groups with the value of each part made explicit.

Grouped from plugin modules, public APIs, automation hooks, and documented workflow surfaces.

LightningCore depends only on Unreal Core.

The Unreal bridge owns UObject, Actor, diagnostics, and pool-provider behavior.

Failed presentation stays retryable instead of being silently acknowledged.

Version 0.1.0 is beta and makes no finished-ECS or performance-advantage claim.

// TYPICAL FLOW

From inspection to use without losing the product boundary.

01

Install and enable Lightning in an Unreal Engine 5.4 C++ project.

02

Run the shipped LightningQuickstartActor and confirm the visible Output Log result.

03

Register plain fragments, create entities, execute queries/systems/schedules, and inspect statistics.

04

Add LightningUnrealBridge only when Unreal owner or Actor representation behavior is required.

// PRODUCT MEDIA

Tutorial and platform embeds stay attached to product context.

YouTube, Discord, LinkedIn, and Fab widgets are reserved for product presentation, explanation, support context, or tutorials. No third-party widget loads automatically.

Tutorial video

YouTube

Product walkthroughs, setup explanations, and tutorial material.

Embed source pending. No third-party widget is loaded here.

Open platform
Primary support context

Discord

Discord-first product support, quick questions, setup discussion, and community context.

Embed source pending. No third-party widget is loaded here.

Open platform
Professional context

LinkedIn

Company background, provider identity, project credibility, and listing context.

Embed source pending. No third-party widget is loaded here.

Open platform
Marketplace context

Fab

Product listing context, license details, purchase route, and marketplace availability.

Embed source pending. No third-party widget is loaded here.

Open platform

// INFORMATION

All essential product signals in one place.

Status Advanced Preview
Category Engine Plugins
Unreal Engine 5.4; current descriptor/build line UE 5.8
Source state Runtime, unified buyer documentation, package-real Quick Start sample, generic dirty-apply failure diagnostics, three-run SpawnDestroy evidence, two real Unreal Editor captures, and the clean six-slide gallery are recorded; the final Fab upload archive and saved portal draft remain pending.
Primary surface Runtime C++ headers, shipped buyer documentation, copy-ready sample Actor, mapping DataAsset, bridge component, and automation evidence.
Marketplace No product checkout linked
Direct sales None on this website
Support route Discord first; product context lives on this page
Listing context Fab for marketplace, LinkedIn for public provider identity
Fact surface 4 functions / 3 settings / 3 failure modes / 1 bridge
Boundary One Unreal runtime plugin combining a Core-only ECS module with a separate Unreal object and Actor bridge module.
Primary workflow Install and enable Lightning in a C++ project, run the shipped LightningQuickstartActor for a visible Output Log result, use FLightningWorld for plain ECS work, and optionally bind Unreal owners through ULightningBridgeWorldSubsystem for retry-safe presentation and representation work.
Publication boundary Internal beta and advanced-preview review material only. No finished-ECS or performance-advantage claim is approved.
Proof state Runtime, unified buyer documentation, package-real Quick Start sample, generic dirty-apply failure diagnostics, three-run SpawnDestroy evidence, two real Unreal Editor captures, and the clean six-slide gallery are recorded; the final Fab upload archive and saved portal draft remain pending.

// NOTES

Practical boundaries.

Descriptor platforms are Win64, Linux, and Mac; current recorded BuildPlugin proof is UE 5.4 / Win64.

Planned Fab license is Standard License with Personal and Professional both USD 0.00 for 0.1.0.

Real Slot 01/02 Unreal Editor captures are included in the gallery and trace back to the PluginImages source screenshots.

// LEGAL / PRIVACY

Static information page.

Purchases, downloads, marketplace accounts, and platform-specific license details are handled outside this website. Product or tutorial widgets are loaded only after activation, where configured.

Provider details are listed in the legal notice. The current site template does not set first-party cookies and does not load analytics scripts.

// RESOURCES

Open the channel that matches the next question.

Fab seller profile

No product-specific Fab listing is linked yet. The public seller profile remains available.

Open

GitHub documentation

Manuals, quickstarts, settings references, troubleshooting, technical notes, and release material live in GitHub.

Open

Discord support (primary)

Start quick questions, setup help, support context, and product-fit discussion on Discord.

Open

Plugin support email

Formal plugin support requests can be sent to the dedicated support mailbox.

Open

LinkedIn company context

Company background, public provider identity, and listing context are available on LinkedIn; support still starts on Discord.

Open

// RELATED

Nearby tools in the catalogue.

// TOOL NAVIGATION

Continue through the catalogue.

Each tool page keeps the product overview here and routes deep technical material to GitHub.