The runbook for supporting a NEW Unreal Engine version (5.7, 5.8, …) — run the header-diff automation, classify what changed in Slate/UMG, and walk the implementation checklist (widgets, schema, docs version manifest, CI matrix, per-engine packaging). Ported from the Unity sibling's add-unity-version process. Use whenever Epic releases an engine version the plugin should support.
The house development methodology for ReactiveUI-Unreal — the research→develop→test→bughunt→fix→commit loop, the UE gate ladder (compile → suites → boot check → demo), branch/PR model, changelog/version tables, and the laws that never bend. Use for any code change in this repo.
How the .uetkx grammar stays byte-compatible with the family (.uitkx Unity — the origin; .guitkx Godot) and how the two in-repo implementations (C++ compiler, TS language server) stay in lockstep — corpus cases, goldens, the .pending divergence protocol, and cross-repo sync. Use for ANY lexer/parser/formatter change, and at release time for the sibling drift check.
Author a .uetkx component for ReactiveUI-Unreal — file placement, declaration kinds and companion-file layout, props/hooks/events/directives/styling syntax, what the compiler generates, and the done-checklist. Use when writing or reviewing .uetkx markup. (Toolchain lands in Phase 3 — until then this is the authoring contract.)
The ReactiveUI-Unreal release runbook — draining the pending changelog, version bumps, the two-lane changelog system, packaging per engine version, the merge→fast-forward→Publish flow, and the manual Fab checklist with its compliance items. Use when preparing, staging, or publishing a release of any artifact.
The exact incantations to build and run this repo's test suites headlessly — UE's CLI is arcane and these commands are load-bearing, in this order. Use whenever building or running ReactiveUI.* automation suites, benches, or the markup drift gate.
Rebuild the VS Code and/or VS2022 .uetkx extensions locally for F5 / Extension-Development-Host testing. Use when the user says "rebuild for F5", "test the extension", "build the language server locally", or after editing ide-extensions/lsp-server/**, ide-extensions/vscode-uetkx/**, or the shared grammar/schema. Covers the npm pipelines, server bundling, artifact verification, and the VS2022 experimental-instance flow. Does NOT cover marketplace releases — publish.yml owns those.
The human-in-the-loop bug loop for the real Unreal editor — the AI prepares, fixes, verifies, and applies; the owner tests in a live UE editor; repeat until dead. Use for bugs only reproducible in-editor/PIE, and for packaged-fidelity verification.