Interaction Director V1 Integration Contract
Review draft. This source page has not completed website editorial and release-specific verification.
Status
Section titled “Status”V1.1 RELEASE CANDIDATE CONTRACT - Bridge integration is available in DirectorBridge 1.12.0.
Ownership boundary
Section titled “Ownership boundary”Interaction Director owns authored options, discovery, range, visibility, focus, input interpretation, request validation, validated semantic requests, and Actor/Local Player Interaction state. It does not own SignalBus routes, UI presentation, Dialogue sessions, Quest/Knowledge/Inventory consequences, or multi-system orchestration.
Interaction Director core remains independently functional and must not depend on DirectorBridge, SignalBus, UI Director, Dialogue Director, Quest Director, World State, Character State, Knowledge, Relationship, Skill Director, SaveGame Director, or another Director.
Preferred optional cross-Director integration layer
Section titled “Preferred optional cross-Director integration layer”Interaction Director has zero mandatory Director dependencies. DirectorBridge is the preferred and default path when Interaction participates in a cross-Director workflow, but it is optional and is not needed for core functionality. Interaction Director does not directly call another Director and does not directly depend on or publish/subscribe to SignalBus. There are no separate pairwise Interaction bridge plugins. The preferred conceptual path is:
Interaction Director -> stable public API / committed native events -> DirectorBridge -> destination Director or SignalBus transportDirectorBridge consumes stable public contracts, does not duplicate Interaction authority or store authoritative Interaction state, and reports dependency or availability failures at the bridge layer. It binds and unbinds deterministically, prevents duplicate routes/subscriptions, tolerates absent source or destination Directors, and respects same-GameInstance isolation.
When DirectorBridge is absent, Interaction core behavior remains available through native C++ and Blueprint APIs, committed native delegates/events, validated semantic requests, and game-owned receivers/coordinators. A Bridge-dependent cross-Director integration may report itself unavailable at the bridge layer; bridge absence is not an Interaction request-validation failure. Direct calls from Interaction Director to a destination Director are prohibited as a fallback. Game-specific native coordination is valid and does not require DirectorBridge.
SignalBus transport
Section titled “SignalBus transport”Interaction Director never depends on, publishes to, or subscribes to SignalBus directly. When used, DirectorBridge owns route registration, publication, subscription, and transport semantics. Generic inbound SignalBus mutation commands are not part of Interaction Director V1.
SignalBus transports events; it does not become the authority for Interaction or destination gameplay state.
Validated request and consequences
Section titled “Validated request and consequences”A validated request means that the player validly requested a semantic interaction against a target at dispatch time. Its validation snapshot does not grant continuing gameplay authority and does not itself mutate Inventory, advance a Quest, grant Knowledge, start Dialogue, modify World State, or apply several unrelated consequences.
DirectorBridge may transport or translate the request. One designated coordinator owns any complex transaction; unrelated listeners must not each apply partial consequences for the same transaction.
UI, Dialogue, and Inventory boundaries
Section titled “UI, Dialogue, and Inventory boundaries”For UI, a future optional DirectorBridge adapter may present Interaction runtime state to UI Director. Interaction remains authoritative for focus, options, and reveal; UI Director owns final presentation. The connector is not implemented. The planned UI selection path is UI -> DirectorBridge -> Interaction request API -> fresh Interaction validation.
DirectorBridge 1.12.0 includes the Interaction routing foundation and typed
Dialogue and Inventory adapters. The routing adapter consumes Interaction’s
validated public request under Interaction.Routing contract version 1.
Interaction Director remains authoritative for targeting, focus, options,
range, visibility, and request validation. It emits semantic intent; the bridge
owns adapter mapping and forwarding.
The Dialogue adapter maps approved Interaction intent to Dialogue Director’s public start/context API. Dialogue Director owns Dialogue assets, content, participants, and session lifecycle. Interaction Director owns no Dialogue data or sessions.
The Inventory adapter maps approved Interaction intent to Inventory Director’s public operation. Inventory Director owns item definitions, inventory state, and inventory consequences. Interaction Director does not grant, remove, or persist items.
These adapters are optional. Interaction Director remains standalone when DirectorBridge is absent. There is no generic Interaction-to-SignalBus route, and Interaction Director does not publish to SignalBus directly.
DirectorBridge contract reference
Section titled “DirectorBridge contract reference”The canonical DirectorBridge product is one plugin with a neutral core and isolated typed adapter modules. Its compatibility identity uses stable IntegrationIds and explicit contract versions; eligibility, lifecycle, and registration ownership are handled by its existing Core contracts. SignalBus connectors use GameInstance-scoped route registries and connector subsystems with explicit handles and deterministic shutdown. The existing Interaction integration follows these typed owner-contract, adapter, lifecycle, and route- registration conventions. Future optional Interaction presentation integration should extend those seams without adding pairwise plugins or new generic bridge terminology where the product already defines it.
The present ActorComponents workspace does not contain DirectorBridge. Its
separate authoritative project is D:\Projects\WinLux_DirectBridge; this
reference does not make it a Step 2 dependency or authorize modifying it.
Deferred integrations
Section titled “Deferred integrations”Core requires no bridge. The UI Director connector remains unimplemented; its planned architecture uses an optional DirectorBridge adapter and preserves Interaction validation. SaveGame, View provider, Quest, World State, Character State, Knowledge, Relationship, and Skill availability integrations remain deferred. V1.1 targets Win64.
Optional candidate-state event
Section titled “Optional candidate-state event”UInteractionDirectorSubsystem::OnCandidatePresentationStateChanged provides an event-driven source-owned candidate snapshot for optional integrations. The delegate is scoped to the owning LocalPlayer subsystem. It carries resolved option views and the committed focus, interaction-range, visibility, and discrete pointer-acquisition facts; it does not make requests or execute gameplay.
The notification is suppressed for no-op evaluations. Existing visibility debounce and thresholded RevealChanged behavior remain authoritative. DirectorBridge Interaction.Routing contract v1 and its validated/rejected request surfaces remain unchanged. Interaction Director does not depend on UI Director or DirectorBridge.