| API table | RustealApiTable: the struct of function pointers the plugin hands each Rust library, the plugin’s services (rusteal-ffi/src/api_table.rs, RustealApiTable.h). |
| Bindings crate | The bindings crate codegen writes into a game project’s Rust/bindings/ (or a plugin’s): one Rust type per engine class, struct and enum, committed with the game. |
| Callbacks | RustealRustCallbacks: the seven functions a library returns from rusteal_init, which the plugin calls into Rust. |
| CDO | Class default object: the object holding a class’s defaults, which #[class_defaults] edits. |
| Checked | Checked<T>: a UObjectRef<T> that was checked valid, the type generated instance methods are implemented for. |
| Codegen | rusteal-codegen: reflection JSON to bindings crate and C++ wrappers (step 2 of the build). |
| Current library | The library whose code is running, set before every call into Rust, so what the API creates is tagged with its owner. |
| Deploy | Step 5 of the build: copying a built library to where the plugin loads it, by .partial and rename. |
| Exporter | RustealExporter, the C# UHT plugin writing the reflection JSON. |
| Feature | A piece of gameplay any template can take (a plugin template with a [feature] table), or a set of project files (project_features/). Not to be confused with a Cargo feature, which gates an engine module in the bindings. |
| Func id / function table | The number codegen gives each wrapped engine function, and the table of wrapper pointers indexed by it. |
| Game library | The game’s Rust cdylib, deployed as Plugins/Rusteal/Binaries/<Platform>/librusteal.so, classes in /Script/Rusteal. |
| Hot copy | <stem>_hot_<N>.<ext>: the numbered link or copy of a deployed library the plugin actually loads. |
| Hot reload | Swapping a library while the editor runs (Rusteal.Reload, automatic on deploy). |
| Library | A Rust shared library the plugin hosts: the game’s or a Rusteal plugin’s. |
manual/ | Hand-written extensions codegen copies into every bindings crate, for what reflection cannot describe. |
| Pinned | Pinned<T>: a GC root that keeps an object alive for Rust. |
| Plugin library | A Rusteal plugin’s own library, librusteal_<Plugin>.so, classes in /Script/<Plugin>. |
| Reify / reified class | Creating a Rust type as a real Unreal type at load time; URustealReifiedClass is the class behind a #[uclass]. |
| Reinstance | Moving existing objects and Blueprints to a replaced class, with the engine’s FReload. |
| Rust data | An object’s Rust-private fields, kept by the registry outside the object’s memory. |
| Shape | The compile-time hash of a class’s declarations that decides, on hot reload, whether it is kept or replaced. |
| Stub Blueprint | RS_<Class>, the editor-only UBlueprint a reified class names as its origin. |
| Template / variant | A Rusteal template is an engine template with its gameplay in Rust; a variant (combat, horror…) is one of its genre starting points, a complete project of its own; base is the template alone. |
| Test project | A project made with --runtime-path, following a checkout, where engine-facing changes are tested. |
| UHT / UBT / UAT | The Unreal Header Tool (reflection), Build Tool (compiles C++), Automation Tool (cooks and packages). |
| Wrapper | A generated extern "C" C++ function that calls one engine function natively. |