# Project context: HostProject

Generated by Project Context Export 1.0.0 from Unreal Engine 5.8.3. This folder is regenerated; do not edit it by hand.

## Quick facts

- Code modules: HostProject, HostProjectEditor
- Game default map: `/Game/Demo/L_Demo.L_Demo`
- Editor startup map: `/Game/Demo/L_Demo.L_Demo`
- Default game mode: `/Script/Engine.GameModeBase`
- Game instance: `/Script/Engine.GameInstance`

## Files in this folder

- [project.md](project.md): modules, plugins, maps and modes, input, collision channels, gameplay tags, config files
- [dependencies.md](dependencies.md): what each asset loads and what uses it
- [other_assets.md](other_assets.md): textures, meshes, sounds and other assets with no text form, path and class only
- `assets/<content path>.md`: one file per asset. `/Game/Characters/BP_Hero` is `assets/Game/Characters/BP_Hero.md`. A `.json` file with the same data sits next to each `.md` file.

## Reading Blueprint pseudo-code

Blueprint graphs are written as pseudo-code in execution order:

- An unindented line is an entry point (event, function entry, custom event) with its output parameters.
- Each following line is one executed node: `Function(Pin=value, ...)` or `Set Var = value`.
- `Branch(...)`, `Sequence`, loops and other nodes with several exec outputs list each output (`True:`, `Loop Body:`) with the nodes it runs indented below.
- Values are inlined as expressions: `(Health <= 0.0)`, `GetActorLocation()`. Event and function parameters are used by name; `Node.Pin` is the output of a node that already ran.
- `[N12]` labels a node that a later `-> goto [N12] Name` jumps back to (several exec wires lead into it).
- `// text` is the node's comment bubble. Comment boxes and nodes not connected to any entry point are listed after the code.

## Asset counts

| Kind | Count |
|---|---|
| Level | 1 |
| Blueprint | 1 |
| WidgetBlueprint | 1 |
| DataTable | 1 |
| DataAsset | 1 |
| Struct | 1 |
| Enum | 1 |
| Material | 1 |
| MaterialInstance | 1 |
| Other (listed only) | 0 |

## Levels (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/L_Demo](assets/Game/Demo/L_Demo.md) | 7 actors |

## Blueprints (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/BP_Door](assets/Game/Demo/BP_Door.md) | Actor child; 3 components, 3 variables, 1 functions |

## Widget Blueprints (UMG) (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/WBP_HUD](assets/Game/Demo/WBP_HUD.md) | 3 widgets, 0 bindings, 0 animations; UserWidget child; 0 components, 0 variables, 0 functions |

## Data tables (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/DT_Loot](assets/Game/Demo/DT_Loot.md) | 3 rows of HostLootRow |

## Data assets (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/DA_Key](assets/Game/Demo/DA_Key.md) | HostItemDefinition, 3 values set |

## Structs (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/S_ItemInfo](assets/Game/Demo/S_ItemInfo.md) | 3 fields |

## Enums (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/E_DoorState](assets/Game/Demo/E_DoorState.md) | 3 values |

## Materials (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/M_Base](assets/Game/Demo/M_Base.md) | 4 nodes, 3 parameters |

## Material instances (1)

| Asset | Summary |
|---|---|
| [/Game/Demo/MI_Red](assets/Game/Demo/MI_Red.md) | instance of M_Base, 2 overrides |

