Glossary
The words this documentation uses precisely.
| Term | Meaning |
|---|---|
| Raw dump | What Unreal wrote: images, ID buffers, optional depth, and the recorded truth per frame. The re-derivable source of everything else. |
| Recipe | The user-facing YAML describing a whole run. What Studio saves and studio-compile consumes. |
| Capture job | The low-level JSON the Unreal plugin executes, produced by compiling a recipe. |
| Scenario | A recipe promoted into the Scenario Manager, with a stable id, immutable versions and a config hash. |
| Class | A dataset label plus the rule selecting which actors carry it. |
| Selector | How actors get matched to a class: name prefix, actor tag, class name or class path. |
| Spawn zone | A level actor marking where targets may be placed, with its own asset pools and counts. |
| Target zone | A level actor the camera aims at. |
| Exclusion zone | A level actor marking where nothing may spawn. |
| Camera zone | A level actor bounding where the camera may be placed. |
| Flight path | An editable spline the camera follows in Spline mode. |
| ID buffer | seg.png, one distinct colour per instance. The basis for exact occlusion-aware labels. |
| Viewpoint validation | Rejecting and resampling camera views that fail configured constraints, before the frame is written. |
| Fallback | What happens when viewpoint retries run out: stop_job, skip_frame, continue or relax_constraints. |
| Settle time | The pause after applying weather so lighting and sky reach the new state before capture. |
| Lens / sensor profile | A post-capture image treatment that makes renders look like real camera footage. |
| Verify gate | One of 12 pre-flight checks run against a dump before labelling. |
| Validation score | The 0 to 100 grade for an assembled dataset, one bounded penalty per failed check. |
| Split strategy | How frames get divided into train/val/test: hash, by_dump or sequential. |
| Leakage | Near-identical images on both sides of a split, which inflates validation scores. |
| Metadata v1 | The deterministic queryable sidecar derived from a dump, indexed into SQLite. |
| Saved view | A stored Analytics filter that can regenerate its report on demand. |
| Lineage | The record of which dump and configuration each sample in a published dataset version came from. |
| Dataset version | An immutable published dataset registered in the control plane. |
| Control plane | The local store of projects, users, jobs, shards, workers, metrics and audit. |
| Shard | A deterministic slice of a large job, so partial failure is resumable per slice. |
| Idempotency key | A caller-supplied id making a write safe to retry: the same key returns the original result. |
| Config hash | The fingerprint of the active configuration. A mismatch on write yields CONFIG_CONFLICT instead of an overwrite. |
| Dry run | The default for every controlled write: compute and report the effect, change nothing. |
| Approval queue | The durable list of pending MCP generation requests, cleared by a human in Studio. |
| Scope | An MCP permission. Read scopes are granted by default, write scopes have to be granted explicitly. |
| Remote Control | The Unreal HTTP API the CLI uses to drive an open editor, at 127.0.0.1:30010 by default. |
| Support bundle | A sanitised diagnostics archive for handing a problem to somebody else. |