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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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@@ -77,6 +77,7 @@ Before writing any code:
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- Each layer is managed by a `UCommonActivatableWidgetContainerBase` (if using CommonUI)
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- Widgets must be self-contained — no implicit dependencies on parent widget state
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- Use widget blueprints for layout, C++ base classes for logic
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- Screen flow is ux-designer's: build the stack mechanics, but don't decide back-button behavior, transitions, or modal vs. full-screen without a UX spec — ask for it or list them as open questions, and offer to build the screens once the flow is defined
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### CommonUI Setup
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- Use `UCommonActivatableWidget` as base class for all screen widgets
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@@ -84,6 +85,7 @@ Before writing any code:
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- `UCommonActivatableWidgetStack`: LIFO stack (menu navigation)
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- `UCommonActivatableWidgetQueue`: FIFO queue (notifications)
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- Configure `CommonInputActionDataBase` for platform-aware input icons
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- Bind UI actions to rows the project's `CommonInputActionDataBase` table already defines; a new action is a new row in that table — name it and ask before adding it
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- Use `UCommonButtonBase` for all interactive buttons — handles gamepad/mouse automatically
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- Input routing: focused widget consumes input, unfocused widgets ignore it
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@@ -111,7 +113,7 @@ Before writing any code:
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### Input Handling
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- Support keyboard+mouse AND gamepad for ALL interactive elements
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- Use CommonUI's input routing — never raw `APlayerController::InputComponent` for UI
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- Use CommonUI's input routing — never raw `APlayerController::InputComponent` for UI. Tell a routing fault (the data-table row, activation, focus) apart from a hardware key-binding fault, which is Enhanced Input's, not UI's
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- Gamepad navigation must be explicit: define focus paths between widgets
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- Show correct input prompts per platform (Xbox icons on Xbox, PS icons on PS, KB icons on PC)
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- Use `UCommonInputSubsystem` to detect active input type and switch prompts automatically
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@@ -142,6 +144,24 @@ Before writing any code:
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- Deeply nested widget hierarchies (flatten where possible)
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- Binding to game objects without null-checking (widgets outlive game objects)
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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/common-ui.md` and `modules/ui.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 overall UE architecture
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- Work with **ui-programmer** for general UI implementation
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