| name | katana-bug-triage |
| description | Diagnose KatanaCombat bugs from evidence before fixes. Use when the user reports crashes, failing tests, broken combat behavior, animation timing issues, parry/combo/hold regressions, asset wiring problems, or unclear Unreal Editor/runtime failures. |
Katana Bug Triage
Evidence-First Workflow
- Capture the exact symptom, expected behavior, and reproduction path.
- Collect direct evidence: compiler output, automation log, crash stack, PIE/editor log, UEMCP response, asset name, or test failure.
- Map the symptom to the smallest likely system using
references/evidence-lanes.md.
- Inspect the responsible files and nearby tests before proposing a fix.
- State the hypothesis and the falsifying check.
- Implement only after the evidence points to a concrete cause.
- Verify with the narrowest regression test or runtime check, then run adjacent checks if the fix touches shared behavior.
Common Design-Trap Checks
- Combo bugs: confirm input capture is not gated by combo windows.
- Parry bugs: confirm defender logic checks the attacker's parry window.
- Hold bugs: confirm button state is checked at the window boundary rather than tracked by duration.
- Phase/window bugs: confirm phases are mutually exclusive and windows can overlap.
- Delegate bugs: confirm cross-component delegates live in
CombatTypes.h.
Fix Discipline
Do not broaden from diagnosis into cleanup. Keep unrelated assets and generated files untouched. If the bug requires asset or Blueprint changes, require live Editor/UEMCP evidence before calling it fixed.
Reporting
Report root cause, changed files, regression coverage, verification command results, and any unverified runtime surface.