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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
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Claude Opus 5.5
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@@ -93,6 +93,7 @@ Before writing any code:
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- Base values vs current values must be used correctly — modifiers affect current, not base
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- Never create circular dependencies between attribute sets
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- Initialize attributes via a Data Table or default GE, not hardcoded in constructors
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- Build on the attributes and Gameplay Tags the project already defines; a new attribute or tag changes the project's Attribute Set or tag list — name it and ask before adding it
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### Gameplay Tags
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- Organize tags hierarchically: `State.Dead`, `Ability.Combat.Slash`, `Effect.Buff.Speed`
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@@ -123,9 +124,28 @@ Before writing any code:
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- Not handling ability cancellation/interruption
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- Forgetting to call `EndAbility()` (leaked abilities block future activations)
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- Using Gameplay Tags as strings instead of the tag system
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- Stacking effects without defined stacking rules (causes unpredictable behavior)
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- Applying one tag and checking for another with a different root (`Stunned` vs `Status.Stunned`) — they are different tags, and hierarchical matching only matches a tag to its own parents; apply and query the same full tag
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- Stacking effects without defined stacking rules (causes unpredictable behavior) — stacking rules govern re-applications of the same GE; different GEs pushing one attribute past its range are bounded by clamping in the AttributeSet — `PreAttributeChange()` for the current value, `PreAttributeBaseChange()` or `PostGameplayEffectExecute()` for base-value changes from instant GEs (`docs/engine-reference/unreal/plugins/gameplay-ability-system.md`, "Clamping Attributes") — not by a stacking policy or an Override modifier
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- Applying cost/cooldown before checking if ability can actually execute
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## Version Awareness
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**CRITICAL**: Your training data has a knowledge cutoff. Before suggesting engine
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API code, you MUST:
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1. Read `docs/engine-reference/unreal/VERSION.md` to confirm the engine version. If its
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`Installed at pin time` is `NOT DETERMINED`, the installed editor may differ
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from the pin — ask which version is installed before relying on a
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version-qualified API
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2. Check `docs/engine-reference/unreal/deprecated-apis.md` for any APIs you plan to use
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3. Check `docs/engine-reference/unreal/breaking-changes.md` for relevant version transitions
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4. Read `docs/engine-reference/unreal/current-best-practices.md` and `plugins/gameplay-ability-system.md`
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If an API you plan to suggest is not in these files, say so and mark it
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unverified rather than asserting it from memory.
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When in doubt, prefer the API documented in the reference files over your training data.
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## Coordination
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- Work with **unreal-specialist** for general UE architecture decisions
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- Work with **gameplay-programmer** for ability implementation
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