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C++ Developer API

Use the native Developer API from an Editor-only C++ plugin or tool. Add the Locus module to the consuming editor module’s dependencies, include Locus.h for acquisition, and include Developer/LocusDeveloperApi.h for requests and results.

GetLocusDeveloperApi() returns the active FLocusDeveloperApi, or nullptr outside the initialized Locus Editor lifetime.

  • Acquire and submit on the Game Thread.
  • Do not retain the API pointer across subsystem or module shutdown.
  • Every completion runs exactly once on the Game Thread.
  • Accepted work completes on a later tick of Locus’s existing executor.
  • Admission failure can complete inline before submission returns.
  • Prepare callback-owned state before submitting.
  • Cancellation is cooperative. It can prevent queued work, but cannot interrupt repository work or retroactively cancel a committed mutation.
  • Do not add blocking waits, sleeps, Game Thread pumping, or Future.Get().

The returned FLocusDeveloperRequestHandle exposes request identity and thread-safe cooperative Cancel().

#include "Locus.h"
#include "Developer/LocusDeveloperApi.h"
void CreateCombatDocument()
{
FLocusDeveloperApi* Locus = GetLocusDeveloperApi();
if (Locus == nullptr)
{
return;
}
FLocusDeveloperCreateDocumentRequest Request;
Request.Path = TEXT("Design/Combat.md");
Request.Markdown = TEXT("# Combat\n");
Request.PresentationRoot =
ELocusDeveloperDocumentPresentationRoot::LocusDocuments;
FLocusDeveloperRequestHandle Handle = Locus->CreateDocument(
MoveTemp(Request),
[](TLocusDeveloperResult<FLocusDeveloperDocumentSnapshot> Result)
{
if (!Result.IsSuccess())
{
UE_LOG(LogTemp, Error, TEXT("Locus: %s"), *Result.Error.Message);
return;
}
const FLocusDeveloperDocumentSnapshot& Document = Result.Value.GetValue();
UE_LOG(LogTemp, Display, TEXT("Created %s"),
*Document.Identity.RelativePath);
});
// Retain Handle only if this tool needs to offer cancellation.
}

The input path is relative to the selected concrete presentation root. The returned identity remains the authoritative ProjectDocuments-relative path.

Do not hide revision handling. Use the revision from the read result as the mutation precondition:

FLocusDeveloperGetDocumentRequest GetRequest;
GetRequest.Identity.RelativePath = TEXT("Design/Combat.md");
Locus->GetDocument(
MoveTemp(GetRequest),
[Locus](TLocusDeveloperResult<FLocusDeveloperDocumentSnapshot> GetResult)
{
if (!GetResult.IsSuccess())
{
return;
}
const FLocusDeveloperDocumentSnapshot& Current = GetResult.Value.GetValue();
FLocusDeveloperUpdateDocumentRequest UpdateRequest;
UpdateRequest.Identity = Current.Identity;
UpdateRequest.ExpectedRevision = Current.Revision;
UpdateRequest.Markdown = Current.Markdown + TEXT("\n## Abilities\n");
Locus->UpdateDocument(
MoveTemp(UpdateRequest),
[](TLocusDeveloperResult<FLocusDeveloperDocumentSnapshot> Result)
{
if (Result.Error.Code ==
ELocusDeveloperErrorCode::StaleRevision)
{
// Reread before reconsidering the mutation.
}
});
});
FLocusDeveloperCreateNoteRequest Request;
Request.Scope = ELocusDeveloperScope::Private;
Request.Title = TEXT("Local investigation");
Request.Body = TEXT("Not shared with the project repository.");
Request.Tags = {TEXT("investigation")};
FLocusDeveloperRequestHandle Handle = Locus->CreateNote(
MoveTemp(Request),
[](TLocusDeveloperResult<FLocusDeveloperNoteSnapshot> Result)
{
if (Result.IsSuccess())
{
const FLocusDeveloperNoteIdentifier Identity =
Result.Value->Identity; // GUID + Private scope
}
});

Scope filters are equally explicit. All includes Private content; request Shared when a tool must not include it.

FLocusDeveloperCreatePinRequest Request;
Request.Scope = ELocusDeveloperScope::Shared;
Request.WorldAssetPath = TEXT("/Game/Maps/Main.Main");
Request.WorldLabel = TEXT("Main");
Request.Location = FVector(120.0, 40.0, 180.0);
Request.Title = TEXT("Check encounter cover");
Request.PinType = ELocusDeveloperPinType::Issue;
FLocusDeveloperRequestHandle Handle = Locus->CreatePin(
MoveTemp(Request),
[](TLocusDeveloperResult<FLocusDeveloperPinSnapshot> Result)
{
if (!Result.IsSuccess())
{
UE_LOG(LogTemp, Warning, TEXT("Pin create failed: %s"),
LexToString(Result.Error.Code));
}
});

Pin creation requires a supported saved project-owned world. Metadata updates preserve position, world, anchor, view, and scope.

See the Developer API overview for the operation matrix, identity contract, error taxonomy, revisions, and operation status.