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Wanted pages — the write queue

This list is ordered: top to bottom is write order, and write order is expected value to a beginner right now — specifically the beginner this wiki was founded on: Blueprint-first, weeks into a first character project, animation chain finally working. A new complaint doesn't join the end of the queue; it jumps to wherever it hurts most. When a page ships, its entry leaves the queue — the home page and nav are the record of what exists. (Tier 1, the founding Animation Blueprint chain, shipped in full and lives only there now.)

Each entry is a page spec, and a spec can come from two places:

  • A real reader's complaint — the official doc that fell short, plus the questions a new user still had after reading it. The strongest signal this queue has; it's the one that jumps the line.
  • The syllabus — predicted questions for a beginner-core area nobody has complained about yet, harvested from where beginners perennially get stuck (community forums, the same five FAQs every Discord answers weekly). Admitted because a small readership can only complain about what it has already attempted; waiting for complaints would leave week-one topics unwritten while the queue starved.

To request a page, add an entry with the official link and your leftover questions — see how this list came to be. To write one, answer the questions in order and follow the writing guide.

The beginner-core queue through Tier 37 is fully shipped. It covered the first game loop, collision and interaction, debugging, Blueprint communication, UMG basics, character feel, Enhanced Input, framework and persistence, world math, first-enemy AI, feedback and polish, multiplayer basics, reusable gameplay state/components, actor lifetime/respawn, animation graphs, Blueprint data containers, latent flow, authored data, UI controls, runtime materials, Niagara, decals, physical-material-driven feedback, the first projectile/weapon hit-detection bridge, point/radial damage, a complete first weapon fire loop, pause-menu/runtime-control nodes, small inventory/equipment implementation, Behavior Tree AI, Blueprint RPCs, RepNotify presentation, GameState/PlayerState placement, authority/local-control branching, multiplayer PIE debugging, health/death/status/objective state, world UI, animation layering and root-motion boundaries, replication troubleshooting, network emulation, focused debugger tooling, framework lookup and lifecycle nodes, stream/input/local-player/save/search helpers, audio/camera feedback polish, compact AI/navigation follow-ups, collision result/query primitives, concrete data lookup, reference identity, soft-loading boundaries, shared vector/range/transform math, and the Enhanced Input action-value/modifier/debugging layer, plus screen-marker projection, widget visibility/hit testing, and localized Text formatting/conversion.

The post-Tier-37 coverage re-audit (docs/investigations/archive/2026-07-20-post-tier-37-coverage-re-audit.md) seeded the bounded Tier 38-42 wave, now complete. It targeted the runtime read/control primitives that shipped workflows already depended on: Character Movement state, spatial sources, container node contracts, component/physics access, and UMG layout/focus.

The post-Tier-42 coverage re-audit (docs/investigations/archive/2026-07-20-post-tier-42-coverage-re-audit.md) seeded the bounded Tier 43-48 runtime write/lifecycle wave, now complete. It supplied the character, component, physics, attribution, world-context, collection-construction, and virtualized-list contracts already assumed by shipped workflows.

The Tier-48-tail coverage re-audit (docs/investigations/archive/2026-08-11-tier-48-tail-coverage-re-audit.md) seeded the bounded Tier 49-52 wave below. It completes the options/settings path first, then closes smaller cutscene, fresh-overlap, and time-control handoffs exposed by shipped pages.

Tier 51 - rebinding and menu presentation

146. Widget animations: Play / Play Reverse / Reverse / Stop / Finished

  • Official starting points: UUserWidget and UMG Animation.
  • Questions to answer: Which designer animation belongs to which widget instance, what do start time, loop count, play mode, speed, and restore-state options mean, and what playback reference returns? How do Play Reverse and reversing current playback differ, and exactly when do Finished, interruption, and Stop paths fire? How should rapid toggles, reentrancy, final visibility/hit testing, removal/destruction, pause/time behavior, and input focus be handled, and why must a UI animation not own authoritative gameplay completion?

Tier 52 - sequencing, fresh queries, and time control

147. Create Level Sequence Player / Level Sequence Actor playback and camera cuts

  • Official starting point: Create Level Sequence Player.
  • Questions to answer: How do a placed Level Sequence Actor and a runtime-created player/actor differ, what world does the node use, what references return, and how can creation fail? How do Play/Pause/Stop, position, rate, loops, and completion behave; who owns camera cuts versus Set View Target; and what happens with missing bindings? How should input/movement locks, view restoration, pause/time dilation, travel lifetime, local presentation, and server-authoritative cutscene state be coordinated?

148. Sphere / Box / Capsule Overlap Actors and Components

  • Official starting point: Sphere Overlap Actors.
  • Questions to answer: How is a fresh world overlap query different from a component's maintained overlap state or a swept trace? How do center, orientation, radius/extent/half-height, object type, class, ignore, and component filters work, and what Boolean plus Actor/Component arrays return on success, no results, invalid input, or duplicates? What ordering and owner deduplication can a caller assume, why are there no hit points or normals, what collision-query prerequisites and allocation costs matter, and when should persistent occupancy use an explicit collision component?

149. Set Global Time Dilation / Actor Custom Time Dilation / Get Actor Time Dilation

  • Official starting points: Set Global Time Dilation and Get Actor Time Dilation.
  • Questions to answer: What requested, clamped, and effective time scale does each global or per-Actor control represent, how do the scopes combine, and what happens at zero or near zero? Which Timers, Tick/Delta Seconds, physics, animation, particles, audio, UI, and input follow each scale; how does this differ from pause or console slomo; and how should restoration and stacked owners avoid resetting one another? Which world changes in multi-world PIE, which machine owns authoritative slowdown, and when is client-only presentation appropriate?

How this list came to be

Every early entry started life as a message like:

"perfect example how am I supposed to know what this does … if it fails is there any code that runs? why? nothing"

That message became Try Get Pawn Owner. A complaint like it is still the strongest priority signal this queue has — it names a real person's real confusion, so it jumps the queue. But a small readership can only complain about what it has already attempted, so the rest of the queue is specced from the syllabus: the questions beginners predictably ask about each area, the ones every community Discord answers weekly. Keep the complaints coming — they outrank everything here.