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Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
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Claude Opus 5
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@@ -3,6 +3,7 @@
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| Field | Value |
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|-------|-------|
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| **Engine Version** | Unreal Engine 5.7 |
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| **Installed at pin time** | NOT DETERMINED — `/setup-engine` §3 probes the installed editor and records the result here. |
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| **Release Date** | November 2025 |
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| **Project Pinned** | 2026-02-13 |
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| **Last Docs Verified** | 2026-02-13 |
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@@ -14,6 +15,15 @@ The LLM's training data likely covers Unreal Engine up to ~5.3. Versions 5.4, 5.
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5.6, and 5.7 introduced significant changes that the model does NOT know about.
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Always cross-reference this directory before suggesting Unreal API calls.
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## Installed-Version Gap Warning
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The warning above is one-directional — it covers the **model** knowing less than
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this pin. The reverse gap is real and `/setup-engine` §3 creates it deliberately
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("pin the newer one and upgrade later"): this reference can sit **ahead of the
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installed editor**, and an agent citing it correctly then emits APIs that do not
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compile locally. **Check `Installed at pin time` above before trusting a
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version-qualified claim** — `NOT DETERMINED` means the gap is unknown, not absent.
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## Post-Cutoff Version Timeline
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| Version | Release | Risk Level | Key Theme |
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@@ -267,6 +267,18 @@ void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLife
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```cpp
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// ✅ Reuse objects instead of Spawn/Destroy
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//
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// ⚠ INCONSISTENT WITH THIS FILE'S OWN RULE (flagged 2026-08-10).
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// The GC section above states that an unmarked raw UObject pointer is
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// "Dangerous! May be garbage collected" and requires UPROPERTY() +
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// TObjectPtr<T>. This pooling example then holds raw AActor* in a bare TArray,
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// which is exactly the shape that section forbids. FOLLOW THE RULE, NOT THIS
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// SNIPPET: declare the pool UPROPERTY() TArray<TObjectPtr<AActor>>.
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//
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// Left visible rather than silently rewritten: the corrected form has not been
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// verified against Epic's docs for 5.7, and this directory is the offline
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// substitute for them -- editing a code sample here from memory is the failure
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// mode the whole reference exists to prevent. Re-verify, then fix both together.
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TArray<AActor*> ProjectilePool;
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AActor* GetPooledProjectile() {
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@@ -196,6 +196,14 @@ public:
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NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated;
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// Tags
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// ⚠️ UNVERIFIED FOR 5.7 — `AbilityTags` may be deprecated in favour of
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// SetAssetTags()/GetAssetTags(). Reported by the `unreal-specialist`
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// agent (2026-08-12), which believed the change landed around 5.5 and
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// correctly REFUSED to emit code on a symbol it could not verify.
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// NOT SOURCEABLE offline: this repo has no 5.7 API dump to check against,
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// and the same knowledge-gap warning that governs the agent governs this
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// file. Verify against the UE 5.7 docs before using this snippet, and
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// correct both occurrences (here and ~line 328) together.
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AbilityTags.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.Attack.Fireball")));
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}
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