> For the complete documentation index, see [llms.txt](https://morningheartgames.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://morningheartgames.gitbook.io/docs/gameplay-ability-toolkit/integrations/game-creator/authoring-scaffolding.md).

# Authoring Scaffolding

This page covers the editor-facing surface that makes the bridge practical for indie teams: fast create menus, recipe-focused inspectors, embedded conditions, diagnostics, icons, and validation.

## Create Menus

Current Game Creator bridge create menus:

| Menu                                                                     | Asset Type                                | Use                                                                 |
| ------------------------------------------------------------------------ | ----------------------------------------- | ------------------------------------------------------------------- |
| `Gameplay Ability Toolkit/Game Creator/Game Creator Ability`             | `GameCreatorAbilityDefinition`            | Recipe-authored GAT ability for Game Creator workflows.             |
| `Gameplay Ability Toolkit/Game Creator/Game Creator Effect`              | `GameCreatorEffect`                       | Effect definition with Game Creator lifecycle callbacks.            |
| `Gameplay Ability Toolkit/Game Creator/Cue Notify`                       | `GeneralCueNotify`                        | Cue notify asset for Game Creator-facing feedback.                  |
| `Gameplay Ability Toolkit/Game Creator/Advanced/Visual Scripting Module` | `GameCreatorAbilityVisualScriptingModule` | Saved reusable condition and instruction module for ability phases. |

No other Game Creator-specific create menus are part of the current bridge.

## Embedded Modules

Users normally create `GameCreatorAbilityVisualScriptingModule` entries from the ability Inspector, not from the advanced asset menu.

| Inspector Action                      | Result                                                                                                         |
| ------------------------------------- | -------------------------------------------------------------------------------------------------------------- |
| Open an event and click `+ Condition` | Creates an embedded module inside the ability asset.                                                           |
| Ability asset is unsaved              | The button is disabled because Unity cannot add a child asset without an asset path.                           |
| Module is created                     | Its `Phase` is set to the event phase, it is added to the ability module list, and it appears under `Only If`. |
| Reuse saved module                    | The event editor can reference an existing module asset when the phase matches.                                |
| Add the same module twice             | The editor ignores the duplicate reference.                                                                    |

Use embedded modules for per-ability logic. Use saved modules when the same condition and instruction block is shared by several abilities.

## Recipe Workspace

The `GameCreatorAbilityDefinition` Inspector provides:

* execution type buttons for the seven modes;
* a step rail that changes with the selected mode;
* per-step field filtering so only relevant settings are visible;
* status badges such as `Ready`, `Missing`, `Off`, and `Empty`;
* one open event editor at a time;
* `Run` rows backed by Game Creator `RunInstructionsList`;
* `Only If` rows backed by `GameCreatorAbilityVisualScriptingModule`.

Developers extending recipe authoring should update the runtime executor, recipe step definition, status text, field tooltip, event binding, and tests together.

## Validators And Diagnostics

The editor scaffolding uses validation in two places:

| Surface                     | User Value                                                                        | Developer Value                                                            |
| --------------------------- | --------------------------------------------------------------------------------- | -------------------------------------------------------------------------- |
| Ability Inspector badges    | Shows whether a step is ready, missing required fields, disabled, or empty.       | Keeps validation close to the recipe fields that consume it.               |
| Dashboard Game Creator page | Reports defines, assembly visibility, icon/TIcon availability, and node metadata. | Catches optional dependency drift and metadata regressions before release. |

Validation should be specific enough that a solo developer can fix a missing montage, target collector, projectile prefab, input release, or required component without reading source code.

## Icons And TIcons

The bridge includes Game Creator Visual Scripting icons for the current node families:

* `IconGameplayAbility`
* `IconGameplayEffect`
* `IconGameplayTag`
* `IconGameplayAttribute`
* `IconGameplayCue`
* `IconGameplayInput`
* `IconGameplayEvent`
* `IconGameCreatorTarget`
* `IconGameCreatorWeapon`
* `IconGameCreatorHit`

The Dashboard diagnostics page checks that required TIcon classes are available. Developers adding nodes should use an existing icon family when it matches the node purpose.

## Custom Editors And Drawers

Current Game Creator-specific editor helpers include:

| Helper                           | Purpose                                                                                                             |
| -------------------------------- | ------------------------------------------------------------------------------------------------------------------- |
| `GameCreatorAbilityEditor`       | Recipe workspace, event editor, embedded module creation, saved module reuse, duplicate prevention, and validators. |
| `GameCreatorEffectEditor`        | Game Creator effect lifecycle authoring.                                                                            |
| `GeneralCueNotifyEditor`         | Cue notify authoring for Game Creator-facing cue assets.                                                            |
| `RunMontage` and `RunnerMontage` | Game Creator Visual Scripting runner for GAT `AnimationMontage` assets.                                             |

The current bridge uses `RunMontage` for montage playback support.

## Developer Checklist

When adding or changing authoring scaffolding:

1. Add or update create menu metadata only for retained assets.
2. Add `[Title]`, `[Category]`, `[Description]`, and `[Image]` metadata for Visual Scripting nodes.
3. Update Dashboard diagnostics if the change adds a required icon, TIcon, define, or metadata rule.
4. Update `GameCreatorAbilityValidator` and the ability Inspector status text for new required recipe fields.
5. Add or update editor tests that verify menus, diagnostics, recipe fields, and metadata.


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