| name | katana-feature |
| description | Plan and implement KatanaCombat feature work safely. Use when the user asks to add, implement, extend, refactor, or wire gameplay, combat, paired-animation, editor-tool, data-asset, test, or documentation behavior in this Unreal Engine 5.6 project. |
Katana Feature
Workflow
- Inspect
git status --short and identify unrelated WIP before edits.
- Read this file, root
AGENTS.md, then the narrowest project docs for the feature domain.
- For multi-file or ambiguous work, produce a short plan that names files, tests, and acceptance checks before implementation.
- Keep edits within the requested system. Do not opportunistically resave assets, clean generated folders, or refactor neighboring systems.
- Add or update tests in
Source/KatanaCombatTest/ when behavior changes.
- Run the
katana-verify ladder before final reporting.
Architecture Rules
Preserve the combat invariants in CLAUDE.md:
- Phases are exclusive; windows may overlap.
- Input is always buffered.
- Parry checks the attacker's parry window from defender-side logic.
- Hold checks button state at the window boundary.
- Cross-component delegates and shared combat types belong in
Public/CombatTypes.h.
Read references/architecture-routing.md for file families and docs to open by feature area.
Implementation Boundaries
Use Unreal Engine C++ naming and reflection conventions. Prefer existing components and data assets over new abstractions unless a new boundary removes real duplication or matches the current architecture.
Avoid touching binary assets unless the task explicitly requires Editor work. If asset work is required, document the exact assets touched and the live verification evidence used.
Completion
Finish with a concise change summary, verification evidence, skipped checks, and any remaining risk. Do not claim runtime or animation behavior without build, automation, commandlet, UEMCP, or Editor evidence.