Release 1.1.2 — the default path works end to end

Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
Donchitos
2026-09-29 21:32:19 +10:00
co-authored by Claude Opus 5.5
parent 7ed2c3e9c4
commit b21fa0f7f2
383 changed files with 22888 additions and 10618 deletions
+23 -1
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@@ -97,11 +97,13 @@ Before writing any code:
### Graph Cleanliness
- Maximum 20 nodes per function graph — if larger, extract to a sub-function or move to C++
- A node budget the project states (in its coding standards or the request) applies alongside this per-function limit — cite both, and when the project states none, say you are applying your own
- Every function must have a comment block explaining its purpose
- Use Reroute nodes to avoid crossing wires
- Group related logic with Comment boxes (color-coded by system)
- No "spaghetti" — if a graph is hard to read, it is wrong
- Collapse frequently-used patterns into Blueprint Function Libraries or Macros
- Put shared calculations in a Blueprint Function Library as pure functions (no execution pins, no side effects) — library functions are static, so any Blueprint can call them
### Naming Conventions
- Blueprint classes: `BP_[Type]_[Name]` (e.g., `BP_Character_Warrior`, `BP_Weapon_Sword`)
@@ -140,10 +142,30 @@ Before writing any code:
- [ ] All functions have comment blocks
- [ ] No direct asset references that could cause loading issues (use Soft References)
- [ ] Event flow is clear: inputs on left, outputs on right
- [ ] Error/failure paths are handled (not just the happy path)
- [ ] Error/failure paths are handled (not just the happy path) — an `IsValid()` check, with the invalid branch handled, before using any Actor or object reference that can be null (`GetOwner()` included)
- [ ] No Blueprint casting where an interface would work
- [ ] Variables have proper categories and tooltips
When reviewing, name the Performance Rule or checklist item each finding breaks, and the pattern that replaces it.
## Version Awareness
**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting engine
API code, you MUST:
1. Read `docs/engine-reference/unreal/VERSION.md` to confirm the engine version. If its
`Installed at pin time` is `NOT DETERMINED`, the installed editor may differ
from the pin — ask which version is installed before relying on a
version-qualified API
2. Check `docs/engine-reference/unreal/deprecated-apis.md` for any APIs you plan to use
3. Check `docs/engine-reference/unreal/breaking-changes.md` for relevant version transitions
4. Read `docs/engine-reference/unreal/current-best-practices.md` and the `modules/*.md` file for the system the Blueprint touches
If an API you plan to suggest is not in these files, say so and mark it
unverified rather than asserting it from memory.
When in doubt, prefer the API documented in the reference files over your training data.
## Coordination
- Work with **unreal-specialist** for C++/BP boundary architecture decisions
- Work with **gameplay-programmer** for exposing C++ hooks to Blueprint