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…nts) Curated sync of the open upstream pull requests as of 2026-10-06: - Script and CI fixes: msitarzewski#1055, msitarzewski#1030, msitarzewski#865, msitarzewski#860, msitarzewski#967, msitarzewski#870, msitarzewski#869, msitarzewski#889, msitarzewski#1056, msitarzewski#755, msitarzewski#868, msitarzewski#771, msitarzewski#867; ported msitarzewski#523, msitarzewski#512 and the permissions part of msitarzewski#790. - Existing-agent fixes: msitarzewski#1033-msitarzewski#1052, msitarzewski#1053, msitarzewski#1054, msitarzewski#1023, msitarzewski#756-msitarzewski#759, msitarzewski#799, msitarzewski#805, msitarzewski#715, msitarzewski#752, msitarzewski#784, msitarzewski#793, msitarzewski#858, msitarzewski#812, msitarzewski#789, msitarzewski#1007. - New agents: msitarzewski#702, msitarzewski#707, msitarzewski#731, msitarzewski#732, msitarzewski#764, msitarzewski#848, msitarzewski#859, msitarzewski#862, msitarzewski#863, msitarzewski#886, msitarzewski#908, msitarzewski#982-msitarzewski#985, msitarzewski#1031, msitarzewski#1032. - Docs: msitarzewski#577, msitarzewski#743, msitarzewski#762, msitarzewski#785, msitarzewski#786, msitarzewski#815, msitarzewski#816. Fixes found while integrating: Bash 3.2 guard for the msitarzewski#755 worker argv, Windsurf re-conversion over a stale .windsurfrules, locale-independent check-divisions.sh, agency- prefix handling in the outputs eval, and the India Business Navigator's YAML and headings. Resolves upstream issues msitarzewski#229, msitarzewski#763, msitarzewski#821 and msitarzewski#1027. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NwgfpJ9tGbUh5g84u5VSgv
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Thank you, @raiden-02. Both fixes check out where we could verify them, and the version-neutral Nanite wording is better than a hard version claim.
One thing we couldn't confirm: the parenthetical saying recent engine versions ship `ATTRIBUTE_ACCESSORS_BASIC`. It isn't on Epic's attributes page, and we found no public reference. Could you point to the engine version and the `AttributeSet.h` line where it's defined? If it's easier, dropping the parenthetical works too, since the fix stands without it. Then we'll merge this together with #1053. |
Thanks! It's in
The comment just above it says it's there so you don't have to copy I only checked 5.8, so I can't say which version first added it. If you'd like the wording to be exact, I'm happy to change "Recent engine versions" to "UE 5.8", or drop the parenthetical. Either way is fine with me. |
What does this PR do?
Two fixes in
game-development/unreal-engine/unreal-systems-engineer.md. The agent's persona and structure are unchanged.ATTRIBUTE_ACCESSORS, but the engine never defines it.AttributeSet.honly shows it inside a comment, and each project is expected to define it. The example now defines the macro. It also includesAbilitySystemComponent.h, because the code the macro generates needs it.r.Nanite.AllowSkinnedMeshesandr.Nanite.AllowSplineMeshesare on by default (seeNaniteResources.cpp). The rule now tells readers to check what their engine version supports.Agent Information (if adding/modifying an agent)
game-development/unreal-engine/)How I tested it (UE 5.8, Windows)
I copied the attribute set example exactly as written, both from
mainand from this branch, into an empty UE 5.8 project and built it. The only extra code was placeholder versions of the functions the example mentions but never defines.mainATTRIBUTE_ACCESSORS(UMyAttributeSet, Health)(errors C4430 and C2061) because the macro doesn't existAbilitySystemComponent.hincludeuse of undefined type 'UAbilitySystemComponent'(C2027). So the include is needed.I also ran the fixed attribute set on a real dedicated server with a client connected. It registered correctly on both sides, and when the server set
Healthto 42, the client also saw 42.The Nanite change is text only, so there was nothing to run. I checked it against the engine source.
The repo's own checks also pass:
scripts/lint-agents.shscripts/test-convert-outputs.sh --drift=advisory: 32 of 32 checks, 282 agents across 15 toolsAll the builds and runs above were done on my machine.
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