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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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## Agent Summary
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- **Domain**: Unreal Engine patterns and architecture — Blueprint vs C++ decisions, UE subsystems (GAS, Enhanced Input, Niagara), UE project structure, plugin integration, and engine-level configuration
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- **Does NOT own**: Art style and visual direction (art-director), server infrastructure and deployment (devops-engineer), UI/UX flow design (ux-designer)
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- **Model tier**: Sonnet
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- **Gate IDs**: None; defers gate verdicts to technical-director
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---
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## Static Assertions (Structural)
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- [ ] `description:` field is present and domain-specific (references Unreal Engine)
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- [ ] `allowed-tools:` list matches the agent's role (Read, Write for UE project files; no deployment tools)
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- [ ] Model tier is Sonnet (default for specialists)
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- [ ] `tools:` reads Read, Glob, Grep, Write, Edit, Bash and `Agent(ue-gas-specialist, ue-blueprint-specialist, ue-replication-specialist, ue-umg-specialist)` — it may spawn only its four sub-specialists
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- [ ] Model tier is `inherit` — frontmatter `model:` reads exactly `inherit` (tiers: `.claude/docs/model-tiers.md`)
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- [ ] Agent definition does not claim authority outside its declared domain (no art, no server infra)
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---
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### Case 1: In-domain request — Blueprint vs C++ decision criteria
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**Input**: "Should I implement our combo attack system in Blueprint or C++?"
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**Expected behavior**:
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- Provides structured decision criteria: complexity, reuse frequency, team skill, and performance requirements
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- Recommends C++ for systems called every frame or shared across 5+ ability types
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- Recommends Blueprint for designer-tunable values and one-off logic
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- Applies its stated default: C++ for the combo system's framework, Blueprint for content and prototyping
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- Routes the combat logic through GAS (combo attacks as Gameplay Abilities, combo state as Gameplay Tags, montage flow via Ability Tasks) and names ue-gas-specialist for the GAS design rather than implementing it itself
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- Recommends Blueprint for designer-tunable values (exposed with `EditAnywhere` / `BlueprintReadWrite`, data-only Blueprints for combo variations, `BlueprintNativeEvent` where designers override behavior)
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- Cites its ~20-nodes-per-function threshold as the point where Blueprint combo logic belongs in C++
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- Does NOT render a final verdict without knowing project context — asks clarifying questions if context is absent
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- Output is structured (criteria table or bullet list), not a freeform opinion
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- Presents the split as a proposed class structure with its trade-offs, not a freeform opinion
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### Case 2: Out-of-domain request — Unity C# code
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**Input**: "Write me a C# MonoBehaviour that handles player health and fires a Unity event on death."
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**Expected behavior**:
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- Does not produce Unity C# code
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- States clearly: "This project uses Unreal Engine; the Unity equivalent would be an Actor Component in UE C++ or a Blueprint Actor Component"
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- Optionally offers to provide the UE equivalent if requested
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- Does not redirect to a Unity specialist (none exists in the framework)
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- Confirms the project's engine from `engine.name` in `project.yaml` before answering: with Unreal configured, states that the project is built in Unreal Engine 5; with it unset, asks which engine the project uses rather than assuming
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- With Unreal configured, maps the request to the Unreal equivalent its own standards prescribe: health as an Attribute Set attribute changed only through Gameplay Effects when GAS is in use, otherwise a C++ `UActorComponent` exposing a death event to Blueprint
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- Does not redirect to unity-specialist — that agent serves Unity projects only, and this agent's `Agent` grant covers only its four Unreal sub-specialists
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### Case 3: Domain boundary — UE5.4 API requirement
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**Input**: "I need to use the new Motion Matching API introduced in UE5.4."
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**Expected behavior**:
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- Flags that UE5.4 is a specific version with potentially limited LLM training coverage
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- Recommends cross-referencing official Unreal docs or the project's engine-reference directory before trusting any API suggestions
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- Provides best-effort API guidance with explicit uncertainty markers (e.g., "Verify this against UE5.4 release notes")
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- Flags that UE5.4 is past the model's training coverage (`docs/engine-reference/unreal/VERSION.md` lists 5.4 as a post-cutoff, HIGH-risk version)
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- Checks `docs/engine-reference/unreal/` before trusting any API suggestion
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- States that no file under `docs/engine-reference/unreal/` documents Motion Matching, and labels any class or node names it offers as unverified against the pinned version
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- Does NOT silently produce stale or incorrect API signatures without a caveat
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### Case 4: Conflict — Blueprint spaghetti in a core system
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@@ -67,14 +67,16 @@
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## Protocol Compliance
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- [ ] Stays within declared domain (Unreal patterns, Blueprint/C++, UE subsystems)
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- [ ] Redirects Unity or other-engine requests without producing wrong-engine code
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- [ ] Returns structured findings (criteria tables, decision trees, migration plans) rather than freeform opinions
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- [ ] Flags version uncertainty explicitly before producing API suggestions
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- [ ] Answers Unity or other-engine requests with the Unreal equivalent, never wrong-engine code
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- [ ] Proposes class structure, data flow and trade-offs before implementing (Implementation Workflow step 3) rather than freeform opinions
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- [ ] Flags version uncertainty explicitly before producing API suggestions, citing `docs/engine-reference/unreal/`
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- [ ] Coordinates with lead-programmer for architecture-scale refactors rather than deciding unilaterally
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- [ ] Asks "May I write this to [filepath]?" naming the file before writing
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---
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## Coverage Notes
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- No automated runner exists for agent behavior tests — these are reviewed manually or via `/skill-test`
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- Version-awareness (Case 3, Case 5) is the highest-risk failure mode for this agent; test regularly when engine version changes
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- Cases 3 and 5 pass only if the agent is directed to `docs/engine-reference/unreal/`; `CLAUDE.md` imports the Unreal `VERSION.md` only after `/setup-engine` selects Unreal, so the agent's own file must carry that direction
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- Case 4 integration with lead-programmer is a coordination test, not a technical correctness test
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