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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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@@ -21,6 +21,42 @@ These are production-ready recommendations as of UE 5.7.
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---
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## Command Line — Build and Automation Tests (per platform)
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Build the project's own editor target before running tests (a fresh checkout has
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no compiled game module), then run the automation tests with the editor. Epic
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recommends building `<Project>Editor` rather than `UnrealEditor`, so the modules
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the `.uproject` disables stay disabled. Give the project as an absolute path.
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| Step | Windows | Linux | macOS |
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|------|---------|-------|-------|
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| Build the editor target | `Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe <Project>Editor Win64 Development -Project="<abs>/<Project>.uproject"` | `Engine/Build/BatchFiles/Linux/Build.sh <Project>Editor Linux Development -Project="<abs>/<Project>.uproject"` | `Engine/Build/BatchFiles/Mac/Build.sh <Project>Editor Mac Development -Project="<abs>/<Project>.uproject"` |
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| Editor executable for a command-line run | `Engine/Binaries/Win64/UnrealEditor-Cmd.exe` | `Engine/Binaries/Linux/UnrealEditor` | **NOT SOURCEABLE** — Epic documents only the `Engine/Binaries/Mac/UnrealEditor.app` bundle, not a command-line editor inside it |
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| Packaged build | `Engine/Binaries/DotNET/AutomationTool/AutomationTool.exe BuildCookRun … -platform=Win64` | `Engine/Build/BatchFiles/RunUAT.sh BuildCookRun … -platform=Linux` | `Engine/Build/BatchFiles/RunUAT.sh BuildCookRun … -platform=Mac` |
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The automation arguments are the same on every platform:
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`"<abs>/<Project>.uproject" -ExecCmds="Automation RunTests <Project>.; Quit" -unattended -nullrhi -stdout -FullStdOutLogOutput`.
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`RunTests` is a partial (substring) match. Each test prints
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`Test Completed. Result={<status>}`, and the run ends with
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`**** TEST COMPLETE. EXIT CODE: <n> ****` — exit code 0 means no test failed.
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Only one `Automation` run request is allowed per `-ExecCmds`, and `-testexit=` is
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legacy.
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The Windows column was run on UE 5.7. The Linux and macOS columns come from
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Epic's documentation and forum answers by Epic staff (sources below); Epic never
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prints the full Linux test line, so it is assembled from the executable and the
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platform-neutral arguments.
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Sources:
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- Build.sh on Linux and Mac, platform names — *Create an Installed Build*: https://dev.epicgames.com/documentation/en-us/unreal-engine/create-an-installed-build-of-unreal-engine?application_version=5.7
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- `RunUBT.sh <Target> [Linux|Mac] Development` — *Unreal Insights*: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-insights-in-unreal-engine?application_version=5.7
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- `Engine/Binaries/Linux/UnrealEditor`, `Engine/Binaries/Mac/UnrealEditor.app` — *Onboarding Licensees*: https://dev.epicgames.com/documentation/en-us/unreal-engine/onboarding-licensees-in-unreal-engine?application_version=5.7 and *Linux Development Quickstart*: https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-quickstart-for-unreal-engine?application_version=5.7
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- `-nullrhi`, `-unattended`, `-stdout`, `-ExecCmds` — *Command-Line Arguments Reference*: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-command-line-arguments-reference?application_version=5.7
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- Running tests from the command line — *Run Automation Tests*: https://dev.epicgames.com/documentation/en-us/unreal-engine/run-automation-tests-in-unreal-engine?application_version=5.7 ; result lines and exit code — *Review Test Results*: https://dev.epicgames.com/documentation/en-us/unreal-engine/review-test-results-in-unreal-engine?application_version=5.7
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- `RunUAT.sh` from `Engine/Build/BatchFiles` on Mac/Linux — *Unreal Automation Tool Overview*: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-automation-tool-overview-for-unreal-engine?application_version=5.7
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---
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## C++ Coding
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### Use Modern C++ Features (C++20 in UE5.7)
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