Coverage and compatibility
Understand the current platform scope and the boundaries of each representation.
Current target
The current 1.0.0 source revision targets Unreal Engine 5.8 and Win64. The descriptor allows Win64 for runtime, security and editor modules. The supplied local file-save adapter is Windows-specific. Android and Linux require compatibility work and separate build/runtime validation before they can be advertised as supported.
Choose by responsibility
| Feature | Boundary |
|---|---|
| Scientific Number | Double mantissa, int64 decimal exponent; not arbitrary precision |
| Normal component | Value ownership, notifications and configured replication; no business authorization |
| Safe values | Authenticated storage; not account security or an anti-cheat service |
| Portable saves | Stable recovery identity, keys and storage supplied by the game |
| Packed | Approximate float/int32 graphics transport with checked adapters |
| SIMD | Native batch API with hardware-dependent capability selection |
| AI | Optional editor-only adapter and separately configured client |
What has been checked
The Windows tutorial consumer has compiled and exercised numeric graphs, Normal/Safe components, persistence across processes and a dedicated-server/client replication example. A material transport example has also been rendered and inspected.
These checks do not certify every project, packaged Development/Shipping builds, Niagara particle rendering, an arbitrary AI client, or Android/Linux. Run those workflows in the actual consumer and target environment before release.
Validate your consumer
Build an executable, run it outside the editor, repeat your resource and failure cases, then close the process and recover its saved balance. For multiplayer, use separate server/client processes. Record Unreal version, plugin revision, target, build configuration and observed output when asking for support.