unreal: distill headless UBT/UHT compile learnings - #2
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Distillation pass per DISTILLING.md, from a private-repo entry covering a container-based UE 5.7 compile path stood up on a Windows + WSL2 host. Section A: installed engines refuse targets that change shared build settings (and UBT's own suggested fix is impossible there); UHT cannot parse a nested enum used in a UFUNCTION signature; one missing #include masquerades as missing types and broken inheritance; Error_UnknownCookFailure can be plugin drift. Section B: WSL2 df overreporting free space from a sparse vhdx, Windows OpenSSH killing detached children, a dead registry credential reading as a missing tag, and bounded preflight checks with honest exit codes. Skills: unreal-observe gains 3 failure-signature rows, unreal-build gains 2 preflight checks. Sanitized per DISTILLING.md (a): no internal hostnames, machine names, personal names, project codenames, or absolute paths. Compressed 32% against the private source, within the 30-50% target in (b). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Distillation pass per
DISTILLING.md, triggered by a new dated entry in the private repo'sunreal/LEARNINGS.md. The source was standing up a container-based UE 5.7 headless compile path on a Windows + WSL2 host.Section A (agent/skill learnings)
Four findings, all of which describe themselves as something they are not:
.Target.cswhoseDefaultBuildSettings/IncludeOrderVersiondiffer from the installed engine fails in seconds before compiling anything. UBT suggestsBuildEnvironment = TargetBuildEnvironment.Unique, which means "compile the engine too" and is impossible on an installed or container engine.UFUNCTIONsignature, and reports it asUnable to find ... with name 'X'for a type sitting a few lines above the error.#includemasquerades as missing types and as broken inheritance, including aTIsDerivedFromstatic_assert against a class that does derive from that base. Two includes collapsed roughly 30 of 57 error lines.Error_UnknownCookFailure(25) is not always missing content - it can be Blueprint nodes outliving a plugin that is no longer enabled by default. Plus the related preflight: a project with no.umap/.uassethas nothing to cook at all.Section B (operational/rig)
WSL2's
dfoverreporting free space from a sparse vhdx (895 GB claimed vs 19 GB real on the host volume), Windows OpenSSH killing detached child processes when the session closes, a dead registry credential being indistinguishable from a missing tag, and bounded preflight checks with honest exit-code handling.Skills
unreal-observe§8: three new failure-signature rowsunreal-build§0: two new preflight checksDistillation compliance
/Users/Shared/Epic Gamesis the standard macOS engine path.Note: no Godot content here. Godot remains a
🚧 Plannedplaceholder in both repos and this pass produced no Godot findings.🤖 Generated with Claude Code