{"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)\n![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)\n![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)\npak包内文件\n![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #110: 插件是否已经支持了5.4?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unity", "instruction": "unity issue fix: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unreal", "instruction": "unreal issue fix: 插件是否已经支持了5.4?", "answer": "Neden: `插件是否已经支持了5.4?` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.\n\nFix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AHotPatcherSupportCheckActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bSupportsUE54 = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.", "source": "https://github.com/hxhb/HotPatcher/issues/110"} {"domain": "unreal", "instruction": "unreal issue fix: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"} {"domain": "unity", "instruction": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.\n\nFix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.\n\n```csharp\nusing UnityEngine;\n\npublic class Unity2020CompatibilityFix : MonoBehaviour\n{\n [SerializeField] private GameObject targetPrefab;\n\n private void Awake()\n {\n if (targetPrefab == null)\n Debug.LogWarning(\"Assign the prefab in the Inspector.\");\n }\n}\n```\n\nTest: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.", "source": "https://github.com/CoplayDev/unity-mcp/issues/1064"} {"domain": "unreal", "instruction": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nTask: Diagnose the likely cause and propose a concrete fix.", "answer": "Neden: `UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.\n\nFix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.\n\n```cpp\n#include \"CoreMinimal.h\"\n#include \"GameFramework/Actor.h\"\n\nUCLASS()\nclass AChunkPakFixActor : public AActor\n{\n GENERATED_BODY()\n\npublic:\n UPROPERTY(EditAnywhere, Category=\"HotPatcher\")\n bool bFilterNoAssetDirectory = true;\n\n UFUNCTION(BlueprintCallable, Category=\"HotPatcher\")\n void ApplyIssueFix();\n};\n```\n\nTest: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.", "source": "https://github.com/hxhb/HotPatcher/issues/111"}