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C++ classes annotated with an export or visibility macro are now indexed as real classes. This is the class MYMODULE_API UMyComponent : public UActorComponent style used throughout Unreal Engine — where an XXX_API macro sits between class/struct and the type name — as well as the equivalent *_EXPORT / *_ABI macros common in Qt, Boost, LLVM, and many other libraries. Previously that macro made the parser misread the whole declaration as a function, so the class was dropped entirely: it never appeared in the graph and its base class went unrecorded, which made "find subclasses", type-hierarchy, and impact-through-inheritance queries come back empty for effectively every gameplay class in an Unreal Engine project. The class, its members, and its inheritance link are now all captured. Thanks @luoyxy for the detailed report and proposed fix. (#1061)
codegraph_explore now surfaces the options/config type behind a function when you ask, in plain language, what to change to add a parameter to it. A question like "what do I need to change to add a new parameter to X" shares no words with the file that actually defines X's options — for example a functional-options struct and its With… builders living in a separate options.go, reachable only through X's signature — so that file scored near-zero on every text and connectivity signal and got dropped: explore returned X itself but not the file you'd edit, and the agent fell back to grep. Explore now follows a named function's parameter and return types and pulls in the file that defines them when ranking would otherwise bury it, so the options/config file shows up with its fields. Well-connected types that already rank are left untouched, so ordinary "how does X work" flow questions are unchanged. (The separate tools codegraph_search/codegraph_impact/codegraph_node remain available via CODEGRAPH_MCP_TOOLS for anyone who prefers driving each step explicitly.) Thanks @wauxhall for the detailed investigation. (#1064)