> ## Documentation Index
> Fetch the complete documentation index at: https://docs.besupernow.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Introduction

> Deterministic, seed-driven randomization for Unreal Engine 5. Blueprint-ready utilities for ints/floats/strings, curves, enums, and weighted picks—implemented as a GameInstanceSubsystem.

# Seed Subsystem (UE5)

**Seed Subsystem** provides reproducible randomness via a project-wide seed plus per-call salts. It’s perfect for **procedural generation**, **loot tables**, **AI gates**, and **QA repro**.

## Highlights

* Deterministic by design (global seed + per-call **salt**)
* Fully **Blueprint-accessible** (C++ under the hood)
* **Weighted enum** selection & **constrained lists**
* **Curve** sampling (designer-friendly distributions)
* Editor seed CVAR for stable iteration: `SeedSubsystem.EditorSeed`

## Who is this for?

* UE devs needing **replayable** procgen
* Teams wanting **consistent** bug repro
* Server-auth gameplay that requires synced RNG
