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`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
65 lines
3.1 KiB
Markdown
65 lines
3.1 KiB
Markdown
# Unreal Engine — Version Reference
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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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| **LLM Knowledge Cutoff** | May 2025 |
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## Knowledge Gap Warning
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The LLM's training data likely covers Unreal Engine up to ~5.3. Versions 5.4, 5.5,
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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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|---------|---------|------------|-----------|
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| 5.4 | ~Mid 2025 | HIGH | Motion Design tools, animation improvements, PCG enhancements |
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| 5.5 | ~Sep 2025 | HIGH | Megalights (millions of lights), animation authoring, MegaCity demo |
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| 5.6 | ~Oct 2025 | MEDIUM | Performance optimizations, bug fixes |
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| 5.7 | Nov 2025 | HIGH | PCG production-ready, Substrate production-ready, AI assistant |
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## Major Changes from UE 5.3 to UE 5.7
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### Breaking Changes
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- **Substrate Material System**: New material framework (replaces legacy materials)
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- **PCG (Procedural Content Generation)**: Production-ready, major API changes
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- **Megalights**: New lighting system (millions of dynamic lights)
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- **Animation Authoring**: New rigging and animation tools
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- **AI Assistant**: In-editor AI guidance (experimental)
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### New Features (Post-Cutoff)
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- **Megalights**: Dynamic lighting at massive scale (millions of lights)
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- **Substrate Materials**: Production-ready modular material system
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- **PCG Framework**: Procedural world generation (production-ready in 5.7)
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- **Enhanced Virtual Production**: MetaHuman integration, deeper VP workflows
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- **Animation Improvements**: Better rigging, blending, procedural animation
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- **AI Assistant**: In-editor AI help (experimental)
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### Deprecated Systems
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- **Legacy Material System**: Migrate to Substrate for new projects
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- **Old PCG API**: Use new production-ready PCG API (5.7+)
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## Verified Sources
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- Official docs: https://docs.unrealengine.com/5.7/
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- UE 5.7 release notes: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-7-release-notes
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- What's new in 5.7: https://dev.epicgames.com/documentation/en-us/unreal-engine/whats-new
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- UE 5.7 announcement: https://www.unrealengine.com/en-US/news/unreal-engine-5-7-is-now-available
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- UE 5.5 blog: https://www.unrealengine.com/en-US/blog/unreal-engine-5-5-is-now-available
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- Migration guides: https://docs.unrealengine.com/5.7/en-US/upgrading-projects/
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