Read and filter Unreal Engine log output from disk for any UE project. Auto-detects the project from the nearest .uproject, merges entries across all concurrently-active log files (editor session, standalone clients), and surfaces only recently-active sessions by default. Use when diagnosing a silent failure after a…
Author Unreal Engine AngelScript tests using the Hazelight FUnitTest / FIntegrationTest framework. Use when adding regression coverage for .as gameplay code, scaffolding a new Test function, deciding between a unit test and an integration test (which requires a /Content/Testing/.umap) — or deciding whether a test even…
Author Hazelight AngelScript (.as) gameplay code for Unreal Engine 5.x projects using the Hazelight UnrealEngine-Angelscript fork. AngelScript looks like UE C++ but differs in load-bearing ways — no #include, no GENERATEDBODY, default keyword for sub-object config, float is 64-bit, RPCs are reliable by default, no…
Author and modify Unreal Engine C++/Blueprint code for UE 5.x projects without hallucinating API surface. Mandates a discovery-then-search workflow — parse the .uproject and .Build.cs, grep both project Source/ and engine headers, and WebFetch dev.epicgames.com before stating any signature. Use when adding a…
Designs and reviews game UI from actual game references and a shared component system. Use for HUDs, menus, settings, inventories, strategy panels, game editors, projected UI, visual polish, and game UI prototypes in any engine or renderer.
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originalMIT
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