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@@ -86,19 +86,28 @@ Blueprints call into Lua via two mechanisms:
Look-at widgets, hotkeys, and menus are built on top of this. The menu system is implemented entirely in "user space" Lua and blueprint code. See `Docs/Displaying-Widget-Blueprints.md`.
## Blueprint Text Export
Blueprints are automatically exported to readable text files in `Saved/BlueprintExports/` whenever they are saved in the editor. This lets Claude Code read blueprint logic. See `Docs/Blueprint Text Export.md` for format details. Source: `Source/Integration/BlueprintExporter.h/.cpp` and `Source/Integration/Integration.cpp`.
## Key Documentation
- `Docs/Predictive-Reexecution.md` — how the four world models stay in sync
- `Docs/The-Event-Driven-Structure-of-the-Engine.md` — driver/driven separation, determinism, replay
- `Docs/Multipass-Difference-Transmission.md` — the algorithm for syncing Lua table graphs
- `Docs/Animation-Queues-and-Tangible-Actors.md` — how blueprints interpret animation queues
- `Docs/Our-In-House-Lua-API.md` — the LuaStack API (LuaDefStack, LuaExtStack)
- `Docs/A-Summary-of-our-Lua-Patches.md` — all modifications to the Lua runtime
- `Docs/Major-Data-Structures.md` — World, tangibles, threads, classes, source database
- `Docs/Displaying-Widget-Blueprints.md` — GUI system (invokes, probes, look-at widgets, menus)
- `Docs/Global-Variables.md` — different types of global data and their transmission rules
- `Docs/Correct-Implementation-of-Blocking-Operations-and-NoPredict.md` — how to handle blocking ops
- `Docs/Difference-Transmission-with-Threads.md` — why concurrent diff transmission is hard
Look in the Docs directory for important documentation.
## Git
Do not use git to make changes (commit, push, branch, etc.). Read-only git commands (status, log, diff, etc.) are fine.
## Workflow
- When the user gives a direct command, execute it. But when proposing changes on your own initiative, describe the plan and get approval before editing files.
## Coding Conventions
- Prefer early returns and `continue` to reduce nesting (never-nester style).
- Do not use static functions in Unreal code. Use class methods or namespace-scoped functions instead.
- Use `LogLuprexIntegration` for log messages, not `LogTemp`.
- When writing UFUNCTIONs that take an `AActor*`, `UObject*`, or similar "self" parameter, add `DefaultToSelf` meta to that pin. Most functions should have this on the obvious pin so the user doesn't have to manually wire it in blueprints.
## Session Startup