Known Limitations

Current v0.9.4 boundaries and safe expectations.

v0.9.4Godot 4.7 stable4.6.3 supportedSupport
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.

Known limitations in v0.9.4

Dreamcatcher v0.9.4 is an Early Access release. The documentation is written to help you build safely without promising that every advanced system is finished or automatic.

Exact UI labels may differ

Small button, tab, or dock labels can change between builds. Follow the tool name and nearby label if your screen is slightly different.

Generated asset assignment is not automatic

Some Assign/Apply actions write supported fields and metadata only. Full runtime binding for every audio, VFX, UI, and animation case is not guaranteed in v0.9.4.

Export still uses Godot export rules

Export Manager can help prepare and check a project, but platform templates, signing, SDKs, store rules, and Godot export settings still matter.

Networking is advanced

Networking-related systems should be treated as advanced foundations unless you have tested authority, latency, lobbies, persistence, security, and platform behavior.

Use licensed assets only

Dreamcatcher can help organize or import assets, but it does not grant rights to third-party art, audio, fonts, tilesets, or proprietary game assets.

Validate before growing

Run Content Validator and Quick Play after small changes. Do not stack many systems before confirming the last step works.

Early Access scope and boundaries

Dreamcatcher v0.9.4 should be presented as an Early Access generated-asset pipeline release. The central v0.9.4 improvement is that generated outputs can become registry-tracked project content with metadata, preview information, reports, paths, validation state, dependencies, generation presets, and assignment metadata.

In practical terms, v0.9.4 means:

Dreamcatcher v0.9.4 helps you create scenes, maps, game data, generated assets, UI, audio, VFX, and validation workflows while keeping generated content inside your project folders.

Important boundaries:

  • Direct regeneration is available for supported stored dungeon/map/overworld presets. Other asset types may be inspectable, duplicateable, assignable, exportable, or validatable, but not necessarily directly regenerable.
  • Apply/Assign can write safe metadata and supported fields to known Dream resources. Some assignments are metadata-only so the asset can be traced and validated.
  • Full runtime binding for every generated audio/VFX/UI/animation case is a later-scope concern, not a v0.9.4 promise.
  • Export Manager and Export Preflight help prepare for Godot export. They do not remove the need for Godot export templates, SDKs, platform accounts, platform-holder approval, or normal platform requirements.