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Claude-Code-Game-Studios/docs/engine-reference/unreal/VERSION.md
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DonchitosandClaude Opus 5 d05699707f 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
2026-09-23 12:25:11 +10:00

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3.1 KiB
Markdown

# Unreal Engine — Version Reference
| Field | Value |
|-------|-------|
| **Engine Version** | Unreal Engine 5.7 |
| **Installed at pin time** | NOT DETERMINED — `/setup-engine` §3 probes the installed editor and records the result here. |
| **Release Date** | November 2025 |
| **Project Pinned** | 2026-02-13 |
| **Last Docs Verified** | 2026-02-13 |
| **LLM Knowledge Cutoff** | May 2025 |
## Knowledge Gap Warning
The LLM's training data likely covers Unreal Engine up to ~5.3. Versions 5.4, 5.5,
5.6, and 5.7 introduced significant changes that the model does NOT know about.
Always cross-reference this directory before suggesting Unreal API calls.
## Installed-Version Gap Warning
The warning above is one-directional — it covers the **model** knowing less than
this pin. The reverse gap is real and `/setup-engine` §3 creates it deliberately
("pin the newer one and upgrade later"): this reference can sit **ahead of the
installed editor**, and an agent citing it correctly then emits APIs that do not
compile locally. **Check `Installed at pin time` above before trusting a
version-qualified claim** — `NOT DETERMINED` means the gap is unknown, not absent.
## Post-Cutoff Version Timeline
| Version | Release | Risk Level | Key Theme |
|---------|---------|------------|-----------|
| 5.4 | ~Mid 2025 | HIGH | Motion Design tools, animation improvements, PCG enhancements |
| 5.5 | ~Sep 2025 | HIGH | Megalights (millions of lights), animation authoring, MegaCity demo |
| 5.6 | ~Oct 2025 | MEDIUM | Performance optimizations, bug fixes |
| 5.7 | Nov 2025 | HIGH | PCG production-ready, Substrate production-ready, AI assistant |
## Major Changes from UE 5.3 to UE 5.7
### Breaking Changes
- **Substrate Material System**: New material framework (replaces legacy materials)
- **PCG (Procedural Content Generation)**: Production-ready, major API changes
- **Megalights**: New lighting system (millions of dynamic lights)
- **Animation Authoring**: New rigging and animation tools
- **AI Assistant**: In-editor AI guidance (experimental)
### New Features (Post-Cutoff)
- **Megalights**: Dynamic lighting at massive scale (millions of lights)
- **Substrate Materials**: Production-ready modular material system
- **PCG Framework**: Procedural world generation (production-ready in 5.7)
- **Enhanced Virtual Production**: MetaHuman integration, deeper VP workflows
- **Animation Improvements**: Better rigging, blending, procedural animation
- **AI Assistant**: In-editor AI help (experimental)
### Deprecated Systems
- **Legacy Material System**: Migrate to Substrate for new projects
- **Old PCG API**: Use new production-ready PCG API (5.7+)
## Verified Sources
- Official docs: https://docs.unrealengine.com/5.7/
- UE 5.7 release notes: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-7-release-notes
- What's new in 5.7: https://dev.epicgames.com/documentation/en-us/unreal-engine/whats-new
- UE 5.7 announcement: https://www.unrealengine.com/en-US/news/unreal-engine-5-7-is-now-available
- UE 5.5 blog: https://www.unrealengine.com/en-US/blog/unreal-engine-5-5-is-now-available
- Migration guides: https://docs.unrealengine.com/5.7/en-US/upgrading-projects/