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Resolve common setup, integration and save issues, and understand what has been verified.

Missing modules or failed load

Confirm the engine is UE 5.8 and the plugin is enabled. For a manual source install, check the folder is Plugins/UltimateDeckToolkit with the descriptor directly inside it. Close the editor, generate/build the C++ project with the Unreal C++ toolchain, and inspect the first compiler error. The example also requires its own C++ module to be built.

Empty workshop or disappearing model

Populate the catalog/default decks before constructing the widget. Use LoadExamples only for a sample. Retain the model in a UPROPERTY or FGCObject; the widget stores a weak pointer. Keep IDs stable and unique in your catalog, and resolve saved IDs against current definitions. The base Refresh method is empty: your adapter supplies external collection refresh behavior.

A card cannot be played

Read OutReason. A play needs an active, unfinished turn, enough energy, the selected InstanceId in hand and no other pending resolution. Use the copy's InstanceId, not a card asset ID or hand-array index. Finish a queued card before starting another command. Do not mutate from an OnChanged callback.

Card edits are not affecting the encounter

Initialize snapshots definitions. Reset and deal after editing to start a new session with updated data. Save persistent assets normally; built-in example objects are transient. Workshop JSON stores compositions, not card definitions.

Deck changes are not saved

The editor Workshop Preview uses the transient base model. Use the persistent model or standalone example for durable saves. Configure the file after catalog setup, show the returned status and use a writable user path. If you mutate a model directly, call Save explicitly. For malformed files and .backup recovery, follow the recovery workflow.

The wrong deck starts combat

The editing selection is independent of ActiveDeck. Choose Use this deck, save the model and resolve the deck identified by ActiveDeck. Your host needs to convert each card ID to its current definition and validate the resulting complete composition.

The live trace is empty

Enable capture, select the correct PIE/game world and instrument BeginCard plus Record/RecordValue in your host. Capture has no automatic GAS hooks. Do not reuse a GUID from before Clear or after its metadata was evicted. A disabled BeginCard call produces an invalid GUID.

Does this add runtime overhead?

The Editor module is excluded from packaged games. Runtime code has cost when used, including a visible Slate workshop and explicit diagnostic recording. The session and live trace subsystem do not tick, and capture defaults off. The open editor trace inspector polls. Measure your actual catalog size, UI changes and host integration on your target hardware; editor-only functionality does not imply that every component is free at runtime.

Validation and limits

  • UE 5.8 strict BuildPlugin passed for Windows Editor, Development and Shipping.
  • Fourteen automated checks passed in a clean project, covering rules, seeded sessions, traces, persistence and workshop behavior.
  • The standalone example passed a two-process save/load check.
  • Keyboard and simulated gamepad input checked. Physical controllers, other platforms and engine versions have not been verified.

Run included checks from Session Frontend > Automation, filtering for DeckToolkit. Presentation checks require a graphics device and may open preview windows; use a separate test project.

Prepare a useful issue report

When contacting the publisher through the available Fab support channel, include UE and plugin versions, Windows version, the exact steps, expected/actual behavior and the first relevant error. For draw issues include seed and ordered definitions; for save issues preserve the original JSON and backup locally. Share only the diagnostic data needed for the issue.

Version 0.3.0

This documentation describes the initial submitted feature set: card/deck Data Assets, seeded reference combat, ordered effects, rules/probability helpers, a native workshop, local named-deck saves and explicit host trace instrumentation. No multiplayer, cloud sync, automatic balance predictions, arbitrary rule graphs, UMG theme kit or automatic GAS adapter is included.

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Documentation for version 0.3.0 · Updated September 10, 2026