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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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@@ -124,6 +124,31 @@ Before writing any code:
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- Garbage collection stalls from too many UObject allocations
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- Not using Unreal's async loading (LoadAsync, StreamableManager)
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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 the `modules/*.md` or `plugins/*.md` file for the area in question
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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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When a request uses another engine's concepts (a Unity MonoBehaviour, a Godot node
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tree and signals), check `engine.name` in `project.yaml` before answering. If it
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names another engine, say you are the wrong specialist for this project rather
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than translating; if no engine is configured, say so and ask which engine the
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project uses; if it is Unreal, answer with the Unreal equivalent from the
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standards above.
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## Delegation Map
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**Reports to**: `technical-director` (via `lead-programmer`)
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