1.8 KiB
1.8 KiB
- Build system — Use build.py c++, not Unreal's standard scripts
- UEWingman batch inputs — Use FWingJsonArray for batch/array params, not multi-line FString or TArray
- Desktop environment — KDE Plasma on X11 (Unreal incompatible with Wayland), 175% scale on high-DPI
- Luprex DLL polling model — DLL doesn't emit events; gamemode tick must poll, don't refactor to delegates across that boundary
- UserWidget enhanced input — IA event-graph nodes fire even when widget is hidden; no need for InputComponent bindings
- Graph entry/exit node positioning — After BlueprintGraph_Add, reposition FunctionEntry/FunctionResult to frame the body nodes left-to-right
- Batch UEWingman search/lookups — Pack all GraphNode_SearchTypes queries into one call; group read-only dumps via Sequence
- Don't get ahead of the user — Do the requested step, report, stop. No volunteered "here's what I'll do next."
- Concise explanations — Lead with the shortest accurate answer; expand only when asked
- Verify before asserting — Don't present guesses as facts; look it up or flag uncertainty
- Project tools directory —
tools/clangd-query.pyfor engine-symbol lookup; other helpers intools/ - Don't open VSCode unprompted — Only open VSCode when user explicitly asks to see a file
- Parens in conditions — Parenthesize sub-expressions in if-statements with logical operators