domain: godot

repo: Orama-Interactive/Pixelorama

license: MIT

prompt:
Repo: Orama-Interactive/Pixelorama
Engine domain: godot
License: MIT
Language: GDScript
Issue #1499: When bucket filling multiple frames - onion skin preview should preview the selected frames
Labels: bug

Issue body:
**Pixelorama version:**
latest

**Where did you download Pixelorama from?**
itchio

**OS/device including version:**
linux manjaro

**Issue description:**
The multiframe bucket fill feature is amazing, but it has one flaw. When you select multiple frames to affect, and you are using the bucket tool  - the display doesnt automatically preview what the bucket tool will do. Its just using whatever onion skin settings you have if you had that turned on.
And you might not have that turned on and without knowing fill multiple frames.

I kind of expect the display to switch automatically the onion skin and set it to the frames you have selected - if you are using the bucket tool

**Steps to reproduce:**
Select multiple frames, turn off any onion skin, fill an area. You have now filled several frames bilndly without any preview

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.

expected: godot gdscript node scene signal export area2d characterbody When bucket filling multiple


domain: godot

repo: Orama-Interactive/Pixelorama

license: MIT

prompt:
Repo: Orama-Interactive/Pixelorama
Engine domain: godot
License: MIT
Language: GDScript
Issue #415: Bad performance on large canvases when the grid is enabled
Labels: performance issue

Issue body:
**Pixelorama version:**

**OS/device including version:**

**Issue description:**

**Steps to reproduce:**

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.

expected: godot gdscript node scene signal export area2d characterbody performance large canvases when


domain: godot

repo: dialogic-godot/dialogic

license: MIT

prompt:
Repo: dialogic-godot/dialogic
Engine domain: godot
License: MIT
Language: GDScript
Issue #2762: The names of the characters do not appear
Labels: none

Issue body:
I'm working on a VN Test game,,, but when I do "Play timeline", the character names appear only 1 time and then never again.

I tried several solutions (including making hide_when_empty "false"), but nothing.

(Photo of the fact that the names are present ):

(Timeline):

(The bug):

What should I do?

I use Windows 11;
My version of Godot is: 4.6.2. stable;

If anyone knows what I can do, please let me know.

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.

expected: godot gdscript node scene signal export area2d characterbody names characters appear


domain: godot

repo: dialogic-godot/dialogic

license: MIT

title: Can't export as html game

prompt:
Repo: dialogic-godot/dialogic
Engine domain: godot
License: MIT
Language: GDScript
Issue #2761: Can't export as html game
Labels: none

Issue body:
I can't export my game , I mean technically yes I could but it's just a blank screen what do I have to do please help (I tried to put addons file in zip file with my game too but it is exceeding itch.io's 1000 file limit and I also tried to make godot see dialogic as the file that should be used but it didn't change anything)

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.

expected: godot gdscript node scene signal export area2d characterbody export html game


domain: godot

license: MIT

prompt:
Repo: nathanhoad/godot_dialogue_manager
Engine domain: godot
License: MIT
Language: GDScript
Issue #1198: Left sidebar of the dialogue editor is clipped/hidden on smaller screens
Labels: bug

Issue body:
**Describe the bug**

On smaller displays, the left sidebar panel of the Dialogue editor (which contains the file list / titles list) is partially or fully obscured. The panel appears to be pushed behind or underneath the main editor layout, making it inaccessible without resizing the window.

**Affected version**

- Dialogue Manager version: 3.10.4
- Godot version:4.6.2

**Screenshots**

<img width="2560" height="1613" alt="Image" src="https://github.com/user-attachments/assets/4cb1eda1-8ff5-42f2-9112-a421ebdba6e1" />

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.

expected: godot gdscript node scene signal export area2d characterbody Left sidebar dialogue editor


domain: godot

license: MIT

prompt:
Repo: nathanhoad/godot_dialogue_manager
Engine domain: godot
License: MIT
Language: GDScript
Issue #1197: Circular import chain causes permanent deadlock when all .tres files are missing simultaneously
Labels: bug

Issue body:
**Describe the bug**

When dialogue files form a circular import chain (e.g. `A → B → A`, or longer `A → B → C → A`), a deadlock occurs if all `.godot/imported/*.tres` files for those dialogue files are absent at the same time — for example, after deleting `.godot/`.

**Affected version**

- Dialogue Manager version: 3.10.4
- Godot version:4.6.2

**To Reproduce**
Steps to reproduce the behavior:

1. Create two dialogue files that mutually import each other (A imports B, B imports A)
2. Delete the `.godot/` folder (or simulate a fresh clone where `.tres` files don't exist yet)
3. Re-open the project in the Godot editor and let it reimport

**Note:** If the files are created *incrementally* (A first, then B), each file already has a valid `.tres` by the time the next one is imported, so no deadlock occurs. The issue only manifests when **all `.tres` files in the cycle are missing at the same time**.

try this:

[1.zip](https://github.com/user-attachments/files/27423058/1.zip)

**Expected behavior**

All dialogue files in the cycle should eventually resolve successfully — either through multiple reimport passes, or by falling back to a partial `.tres` — without requiring manual intervention.

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.

expected: godot gdscript node scene signal export area2d characterbody Circular import chain causes


domain: godot

repo: ramokz/phantom-camera

license: MIT

prompt:
Repo: ramokz/phantom-camera
Engine domain: godot
License: MIT
Language: GDScript
Issue #649: Enabling the Phantom Camera plugin forces the godot editor to constantly redraw
Labels: none

Issue body:
### Issue description

When enabling the Phantom Camera plugin, the editor will never stop redrawing itself causing a constant high GPU usage even when a empty scene is open with no camera.

System Inforamtion:
Godot v4.6.2.stable - Windows 11 (build 26200) - Multi-window, 2 monitors - Direct3D 12 (Mobile) - dedicated NVIDIA GeForce RTX 4060 Laptop GPU (NVIDIA; 32.0.15.9636) - AMD Ryzen 9 8945HS w/ Radeon 780M Graphics (16 threads) - 15.29 GiB memory

### Steps to reproduce

1. In a new empty project
2. Enable the Update spinner in Editor Settings > Interface > Editor > Show Update Spinned > Enabled
3. Install the Phantom Camera plugin
4. Enable the Phatom Camera plugin in project settings > Plugins
5. Observe the update spinner in the right hand corner of the Editor constantly spinning
6. Observe the GPU utilisation increase and never lower in the Windows task manager

### (Optional) Minimal reproduction project

_No response_

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.

expected: godot gdscript node scene signal export area2d characterbody Enabling Phantom Camera plugin


domain: godot

repo: ramokz/phantom-camera

license: MIT

labels:
phantom camera
3D
Third Person Follow

prompt:
Repo: ramokz/phantom-camera
Engine domain: godot
License: MIT
Language: GDScript
Issue #648: Jittering on high FPS monitors when Physics Interpolation is ON
Labels: phantom camera, 3D, Third Person Follow

Issue body:
### Issue description

Hello, I found that there is a high ammount of jitter when moving the camera if physics interpolation is ON.
I think its not visible on 60hz monitors but its very noticable on my 240hz monitor, I'm recorded this video showing the jitter

I'm recording these with the slowmotion mode on my phone so its visible!

https://github.com/user-attachments/assets/f9b70855-8e26-41cf-8dad-40b8028be1ec

this is the third person follow example that comes with the addon, the only thing I changed was turning physics interpolation ON, I assume fine to do that since its recomended in the addon documentation
https://phantom-camera.dev/support/faq#i-m-seeing-jitter-what-can-i-do

I'm on Godot 4.6

### Steps to reproduce

Turn on physics interpolation, run the 3d_follow_third_person_example_scene.tscn scene and move the camera around.

### (Optional) Minimal reproduction project

_No response_

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.

expected: godot gdscript node scene signal export area2d characterbody Jittering high monitors when


domain: unity

repo: icsharpcode/ILSpy

license: MIT

labels: Bug Decompiler

prompt:
Repo: icsharpcode/ILSpy
Engine domain: unity
License: MIT
Language: C#
Issue #3729: Decompilation error for Struct constructors defined in missing libraries
Labels: Bug, Decompiler

Issue body:
### Input code

Create a new dotnet project called `App.csproj` with this code:
```cs
public class Program
{
	public void TestConstructor()
	{
		Library1.MyStruct c = new Library1.MyStruct(4);
		System.Console.WriteLine("Test new struct: " + c);
	}
}
```
Make a separate library project with this struct:
```cs
namespace Library1
{
	public struct MyStruct
	{
		public int x;
		public MyStruct(int x)
		{
			this.x = x;
		}
	}
}
```

Add a reference from the main `App` project to the `Library1` project,
then compile the solution,
then copy ONLY the `App.dll` without the `Library1.dll` to another folder
(this is very important, otherwise the error won't reproduce).
Load the `App.dll` in ILSpy and ensure that `Library1.dll` is not listed in ILSpy's assembly list
even after expanding the `App.Program` class in the tree view,
if it does show `Library1`, remove it from the list
and ensure that dll is not next to the `App.dll` in the same folder.

Then open the `App.dll > Program > TestConstructor` in ILSpy to see the generated code.
It fails in both the desktop app or the vscode extension.

### Erroneous output
```c#
public class Program
{
	public unsafe void TestConstructor()
	{
		MyStruct val = default(MyStruct);
		((MyStruct)(ref val))..ctor(4);
		// ((MyStruct)(ref val))._002Ector(4);  // <<< NOTE: If you save it as code instead of just previewing the code, it will show this line instead.
		Console.WriteLine("Test new struct: " + ((object)(*(MyStruct*)(&val))/*cast due to constrained. prefix*/).ToString());
	}
}
```
Compiler error message:
```
Invalid expression term 'ref'
```
The result is almost right,
it knows it should use a constructor,
it knows the type of the variable is `MyStruct`,
it just fails to write it down correctly.
And it adds the `unsafe` keyword inst

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield Decompilation error Struct constructors


domain: unity

repo: icsharpcode/ILSpy

license: MIT

labels: Bug Decompiler

prompt:
Repo: icsharpcode/ILSpy
Engine domain: unity
License: MIT
Language: C#
Issue #3728: Decompiled code compilation error accessing protected members due to unnecessary casting
Labels: Bug, Decompiler

Issue body:
### Input code
```cs

var cat = new Cat();
cat.Test();

public class Cat : Animal
{
	public void Test()
	{
		var n = this._myProtectedField; // Correct way to access, without casting.
		Console.WriteLine("Test: " + n);
	}
}

public abstract class Animal
{
	protected int _myProtectedField = 2;
}
```

### Erroneous output
```c#
var n = ((Animal)this)._myProtectedField  // Error: not accessible like this.
```

Compiler error message:
Cannot access protected member 'Animal ._myProtectedField ' via a qualifier of type 'Animal'; the qualifier must be of type 'Cat' (or derived from it)

### Details
Occurs in both the vscode extension and the stand alone app:
ILSpy version 10.0.1.8346+aad16c66e96eb887eb05887d6b5a9e0522637906
icsharpcode.ilspy-vscode  v0.24.0

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield Decompiled code compilation error


domain: unity

repo: Cysharp/UniTask

license: MIT

prompt:
Repo: Cysharp/UniTask
Engine domain: unity
License: MIT
Language: C#
Issue #687: [Feature Request] Add async support for RebindingOperation in InputSystem
Labels: stale

Issue body:
Currently, the `RebindingOperation` in the `InputSystem` does not natively support asynchronous operations. This feature would allow the use of UniTask when performing interactive rebinding, making it easier to integrate into async/await workflows.

For example, the proposed usage would look like:
```csharp
int bindingIndex = 0;
InputAction inputAction = something;
var rebindingOperation = await inputAction.PerformInteractiveRebinding(bindingIndex).Start().ToUniTask(cancellationToken)
```
This would enable cleaner and more efficient async rebinding flows, especially in environments where UniTask is heavily used.

I have already implemented this feature locally. If this is something you'd like to see in the project, I would be happy to submit a pr.

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield Feature Request async support


domain: unity

repo: Cysharp/UniTask

license: MIT

prompt:
Repo: Cysharp/UniTask
Engine domain: unity
License: MIT
Language: C#
Issue #686: Why there is not an UniCancellationTokenSource?
Labels: stale

Issue body:
Hi, there :hand:. I noticed that most usage of CancellationTokenSource can still produce gc, even the documented `TimeoutController`.

### CancellationTokenSource will always alloc without TryReset()

As to the version of CLR in Unity, the method `CancellationTokenSource::TryReset()` is not exposed, which grant ability to `UnregisterAll()` and reuse a token source who is not cancelled.

Without `TryReset()`, the only way to produce no GC with cancellable tasks is not use `CancellationTokenSource`.

### TimeoutController will leak with Register()

I reviewed the code of `TimeoutController`, it will work well unless task complete first and `Register()` is called.

The follow illustration will leak repeatly:

```csharp

const int ParallelCount = 100;

TimeoutController timeoutController = new();
UniTask[] tasks = new UniTask[ParallelCount];

async UniTaskVoid TestMethod()
{
    var ct = timeoutController.Timeout(1000);
    foreach (var i in ..ParallelCount)
    {
        // use cancelImmediately to Register() on CancellationTokenSource
        tasks[i] = UniTask.Yield(cancellationToken: ct, cancelImmediately: true);
    }

    foreach (var task in tasks)
    {
        await task;
    }

    // reused without reset CancellationTokenSource._registrations
    timeoutController.Reset();
}

async void Update()
{
    TestMethod().Forget();
}

```

---
Do you have any plan for an implement of something like `UniCancellationTokenSource` as an Alternative to CancellationTokenSource?

Thx. :heart:

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield there UniCancellationTokenSource


domain: unity

repo: CoplayDev/unity-mcp

license: MIT

prompt:
Repo: CoplayDev/unity-mcp
Engine domain: unity
License: MIT
Language: C#
Issue #1107: ci: expand unity-tests matrix to catch version-specific compile errors (2022.3, 6000.x)
Labels: none

Issue body:
## Problem

The `unity-tests.yml` workflow currently runs only on Unity `2021.3.45f2`. Compile errors that are version-specific (e.g. anything that diverges between 2021.3 / 2022.3 / 6000.x APIs) slip through CI and only surface when end users update the package.

Two recent incidents illustrate this:

- **#1100** — `CaptureFromCameraToAssetsFolder` rename gap. Caught at the merge boundary by post-merge tests on 2021.3 because it failed on every Unity, but Unity Tests was running in parallel with PyPI publish so the broken beta still shipped (now fixed by gating in #1103).
- **#1105** — `UnityFindObjectsCompat` 2022.3 compile error. **Not** catchable by the current CI at all because the bug only manifests on Unity 2022.3.x; CI's lone runner is on 2021.3 where the legacy code path is taken. Patch is in #1106 but next equivalent regression will repeat unless we widen the matrix.

## Proposal: tiered matrix

Run a fast PR matrix and a thorough push-to-beta matrix:

| Trigger | Versions | Wall-clock |
|---|---|---|
| `pull_request_target` (current `safe-to-test` flow) + in-repo PRs | `2021.3.45f2` only | ~3 min |
| `push: branches: [beta]` | `2021.3.45f2`, `2022.3.x` (latest LTS), `6000.x` (latest 6 LTS) | ~6-8 min (parallel) |
| Optional nightly | Widest matrix | n/a |

Per-PR cost stays the same as today. Per-merge-to-beta cost goes up ~3× in runner minutes, but that fires far less frequently than PRs and the existing release-gating in #1103 already blocks PyPI/version-bump on test failure — so widening the matrix at the beta gate is exactly where it has the most leverage.

## Implementation sketch

In `.github/workflows/unity-tests.yml`, switch the matrix to use `include:` and condition on `github.event_name`/`github.ref`:

```yaml
strategy:
  fail-fast: false
  matrix:

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield expand unity tests matrix


domain: unity

repo: CoplayDev/unity-mcp

license: MIT

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

prompt:
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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield unity


domain: unity

license: MIT

prompt:
Repo: Perfare/Il2CppDumper
Engine domain: unity
License: MIT
Language: C#
Issue #910: Ghidra complains of print missing parenthesis
Labels: none

Issue body:
Note: if you do not provide all of the following information I will directly ignore and close this issue

- Il2CppDumper version
Il2CppDumper-net7-v6.7.46.zip

- Describe the issue
When attempting to run `ghidra_with_struct.py`, it complains about the missing parentheses in the print statement, likely due to the python2 print variant at

https://github.com/Perfare/Il2CppDumper/blob/4741d46ba9cd6159c5d853eb9d6fc48b4bfa2b1a/Il2CppDumper/ghidra_with_struct.py#L156

Combined with modern versions of Linux using python3 natively with the `python` command.

<img width="901" height="359" alt="Image" src="https://github.com/user-attachments/assets/a517956e-3aa5-45e3-861a-5176b2ddb70a" />

- Upload executable file and global-metadata.dat
Probably not relevent, but due to the note above...
[info.zip](https://github.com/user-attachments/files/26712609/info.zip)

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield Ghidra complains print missing


domain: unity

license: MIT

title: plz help android version

prompt:
Repo: Perfare/Il2CppDumper
Engine domain: unity
License: MIT
Language: C#
Issue #913: plz help android version
Labels: none

Issue body:
Note: if you do not provide all of the following information I will directly ignore and close this issue

- Il2CppDumper version

- Target Unity version (optional)

- Describe the issue

- Upload executable file and global-metadata.dat
![528984772-85d772a3-eb87-4a7f-84f8-9e10ea692985.jpg](https://github.com/user-attachments/assets/3f6019a6-e61c-4e1d-9c46-42016fa83803)

Plz fixed @Perfare

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.

expected: unity c# csharp monobehaviour gameobject prefab scene inspector serializefield help android version


domain: unreal

repo: MothCocoon/FlowGraph

license: MIT

prompt:
Repo: MothCocoon/FlowGraph
Engine domain: unreal
License: MIT
Language: C++
Issue #364: Request for More Robust Documentation (Data Passing & Node Variants)
Labels: none

Issue body:
I am trying to figure out exactly what’s possible with this plugin, but the current documentation is missing some technical depth regarding data flow. I've looked through the Demo Project as well, but since it's all C++, it’s hard to translate some of those concepts to a Blueprint-heavy workflow.

Please consider expanding the documentation to cover:

* **Property Exposure:** Is it possible to expose variables in **Flow Node Blueprints** so data can be passed in/edited directly from the Flow Asset? I'd like to see how to make node-specific data editable for designers in the graph.
* **Architectural Differences:** I’m looking for a clear comparison between **Flow Nodes**, **Flow Node Add-on blueprints**, and the regular versions. Also, what is the intended use for **Flow Asset Params**?
* **Data Flow:** Best practices for passing data from a Flow Asset into specific nodes.

Even updating the Demo Project to include Blueprint examples alongside the C++ ones would be awesome and would really help the onboarding process. Thanks!

Edit: My main concern is in 5.3, the pin type was functionally grouped with the Pin struct, so when I make an Input or Output, I used to be able to specify the pin type (which now seems to be always an EXEC pin). It seems to have been deprecated, so how is this achieved now?

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.

expected: unreal ue5 ue4 c++ blueprint uclass uproperty actor component Request More Robust Documentation


domain: unreal

repo: MothCocoon/FlowGraph

license: MIT

prompt:
Repo: MothCocoon/FlowGraph
Engine domain: unreal
License: MIT
Language: C++
Issue #354: Nodes cannot be moved inside the comment block
Labels: none

Issue body:
Steps:

- Create Quest Asset blueprint
- Add any two nodes
- Drag-select the nodes and select the "Create Comment from Selection" option on the right-click menu
- Try to move the nodes inside the comment block

Workaround:
You can click the node and move it with the arrows. If you do it at least once, the issue will no longer occur

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.

expected: unreal ue5 ue4 c++ blueprint uclass uproperty actor component Nodes cannot moved inside


domain: unreal

repo: hxhb/HotPatcher

license: MIT

title: 插件是否已经支持了5.4？

prompt:
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.

expected: unreal ue5 ue4 c++ blueprint uclass uproperty actor component


domain: unreal

repo: hxhb/HotPatcher

license: MIT

prompt:
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.

expected: unreal ue5 ue4 c++ blueprint uclass uproperty actor component chunk asset