Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unreal issue fix: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #110: 插件是否已经支持了5.4？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unreal issue fix: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #110: 插件是否已经支持了5.4？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #110: 插件是否已经支持了5.4？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #110: 插件是否已经支持了5.4？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unreal issue fix: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unreal issue fix: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unreal issue fix: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Labels: none

Issue body:
hotpatcher版本:V82，UE5.3.2
使用bypatch进行打资源更新包，目标平台win，在不使用chunk的情况下，点击previewpatch是符合预期的
![image](https://github.com/user-attachments/assets/712bc90b-3858-4369-820b-a85314d54344)
![image](https://github.com/user-attachments/assets/342a4170-4816-454b-898e-43d859ee9d00)
但是使用chunk，previewchunk并不会包含no-asset，并且多个chunk pak会重复包含相同内容
![image](https://github.com/user-attachments/assets/5dff30b5-636d-45ae-84d1-1a2109907683)
![image](https://github.com/user-attachments/assets/e7f30fde-85f4-470e-bdd2-30344a3c447d)
pak包内文件
![image](https://github.com/user-attachments/assets/748c95af-7272-480a-9484-3b815a15c096)

点击perviewchunk时的日志
`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)
LogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #110: 插件是否已经支持了5.4？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #111: UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `UE5.3.2 chunk配置了no-asset目录，预览显示的pak包并没有，打包多个pak后会有重复的内容` issue'sunda UE5.3.2 chunk, no-asset dizini, preview pak ve duplicate content davranisi tutarsiz gorunuyor.

Fix/patch plani: HotPatcher chunk配置了no ve asset目录 akisini ayir; preview listesinde ignore rule ile final pak generation ayni filtreyi kullanmali. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component, chunk, asset.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AChunkPakFixActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bFilterNoAssetDirectory = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.3.2 ile chunk preview ve final pak listesi karsilastirilir; duplicate asset cikmamali.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Labels: none

Issue body:
我的项目使用2020.3.20f1，安装完插件就报错，请问是否有解决方案，是否可以帮忙兼容呢？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction: unreal issue fix: 插件是否已经支持了5.4？

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
Issue #110: 插件是否已经支持了5.4？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction:
Repo: hxhb/HotPatcher
Engine domain: unreal
License: MIT
Language: C++
Issue #110: 插件是否已经支持了5.4？
Labels: none

Issue body:
#104 我看到已经有对5.4的PR合并进来了 ，Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2)，”， 想请教插件是否已经支持了5.4？

Task: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.

Answer:
Neden: `插件是否已经支持了5.4？` issue'su HotPatcher icin UE5.4 destek bilgisinin README ve plugin metadata tarafinda net olmadigini gosteriyor.

Fix/patch plani: hxhb/HotPatcher icinde Unreal Engine 5.4 build matrix, plugin descriptor ve dokumantasyon guncellenmeli. Domain terimleri: unreal, ue5, ue4, c++, blueprint, uclass, uproperty, actor, component.

```cpp
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"

UCLASS()
class AHotPatcherSupportCheckActor : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY(EditAnywhere, Category="HotPatcher")
    bool bSupportsUE54 = true;

    UFUNCTION(BlueprintCallable, Category="HotPatcher")
    void ApplyIssueFix();
};
```

Test: UE5.4 ile plugin compile edilir, packaging ve basic hot patch workflow calistirilir.


Instruction: unity issue fix: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.


Instruction:
Repo: CoplayDev/unity-mcp
Engine domain: unity
Issue #1064: 2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？
Task: Diagnose the likely cause and propose a concrete fix.

Answer:
Neden: `2020.3.20f1如何使用呢，能否扩展一下支持旧版本的unity？` issue'sunda 2020.3.20f1 Unity surumu icin version-specific API uyumsuzlugu olabilir.

Fix/patch plani: CoplayDev/unity-mcp icinde Unity 2020.3.20f1 kod yolunu ayir, conditional compilation kullan ve eski API icin fallback ekle. Domain terimleri: unity, c#, csharp, monobehaviour, gameobject, prefab, scene, inspector, serializefield.

```csharp
using UnityEngine;

public class Unity2020CompatibilityFix : MonoBehaviour
{
    [SerializeField] private GameObject targetPrefab;

    private void Awake()
    {
        if (targetPrefab == null)
            Debug.LogWarning("Assign the prefab in the Inspector.");
    }
}
```

Test: Unity 2020.3.20f1 ve yeni Unity surumlerinde ayni scene acilip compile hatasi kontrol edilmelidir.