fix(extraction): recover heavily-reflected Unreal Engine C++ classes (in-body reflection macros) (#1158)
Heavily-reflected UE C++ classes (`UCharacterMovementComponent`, `AActor`, `UWorld`, …) were dropped from the index: in-body no-semicolon reflection macros (`UPROPERTY`/`UFUNCTION`/`GENERATED_BODY`/`UE_DEPRECATED_*`), member-level `*_API` prefixes, and mid-line `UMETA`/`UPARAM`/`UE_DEPRECATED` accumulate tree-sitter parse errors until the enclosing class_specifier collapses into an ERROR node. Three offset-preserving, C++-only pre-parse passes (`blankCppAnnotationMacroCalls`, `blankCppApiPrefixMacros`, `blankCppInlineAnnotationMacros`) blank the markup before parsing so the class survives. Validated on the real Epic engine headers (CharacterMovementComponent.h / Actor.h / World.h): each main class + its base clause goes from DROPPED on main to recovered with the fix. Closes #1160. Thanks @luoyxy for the report and root-cause analysis.
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@@ -48,6 +48,9 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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- A stuck git command can no longer hang CodeGraph indefinitely. The git checks behind worktree detection and git-hook setup, and the installer's optional `npm install -g` step, now time out and fail gracefully instead of blocking forever — this matters most for the background MCP server, where an unbounded git hang (network filesystems, a wedged fsmonitor) could previously freeze it long enough for the safety watchdog to kill it. Thanks @inth3shadows for the report. (#1139)
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- The context hook's new plain-words matching works immediately on projects indexed by an older CodeGraph version. The word lookup it relies on is built at index time, so a project indexed before the upgrade had an empty one, and the hook would silently find nothing until something else happened to refresh the index; the hook now fills it in on first use (a one-time step — normally the background MCP server's startup catch-up gets there first). Thanks @inth3shadows for the report. (#1142)
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- Several accuracy fixes to the plain-words matching: a renamed symbol (for example a NestJS route after its module prefix is applied) stays findable under its new name (#1141); a word that only appears in your code as an import statement's package name is no longer presented as a matched symbol (#1144); plural words no longer generate garbled lookup keys ("services" no longer also looks up "servic") (#1145); and a name matching both the singular and plural of one word can no longer squeeze out a genuine two-word match (#1146). Thanks @inth3shadows for the reports.
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- Heavily-reflected Unreal Engine C++ classes are no longer dropped from the index. Reflection markup that decorates members — `UPROPERTY(...)`, `UFUNCTION(...)`, `UCLASS(...)`, `GENERATED_BODY()`, `UE_DEPRECATED_*(...)`, `DECLARE_DELEGATE_*(...)` — are no-semicolon macro calls that tree-sitter doesn't recognize, so each drops into error recovery; in a big class the errors pile up until the whole `class_specifier` collapses and the class, its base clause, and its members vanish (`UCharacterMovementComponent`, with ~240 such macros, disappeared entirely, breaking every subclass/type-hierarchy and blast-radius query that went through it). These line-leading annotation macros are now blanked (offset-preserving) before parsing so the class survives. Thanks @luoyxy for the report and root-cause analysis. (#1093 follow-up)
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- Unreal Engine members and methods prefixed by an export/visibility macro are no longer lost. The `*_API` macro doesn't only sit on the class header — it prefixes almost every exported member of a large UE class (`ENGINE_API virtual void Tick(...)`, `static ENGINE_API void AddReferencedObjects(...)`); the parser read the macro as an extra type token and each such declaration fell into error recovery, so on headers like `Actor.h` and `World.h` hundreds of return types piled up as orphan errors and could still tip the class into collapse. Member/method-level `*_API` / `*_EXPORT` / `*_ABI` macros (Unreal, Qt/Boost, LLVM) are now blanked before parsing, mirroring the existing class-header recovery. (#1093 follow-up)
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- Unreal Engine annotation macros that appear mid-line — an enum value's `UMETA(DisplayName=...)`, a parameter's `UPARAM(ref)`, or a deprecation tag wedged into a `using` alias (`using FOnNetTick UE_DEPRECATED(5.5, "...") = ...;`, which alone collapsed `UWorld` in `World.h`) — are now stripped too. These sit in positions the line-leading recovery structurally can't reach, and a single one could take down the surrounding enum or class. They are matched by an Unreal-only name list (`UMETA`, `UPARAM`, `UE_DEPRECATED*`) so no standard-C++ or other-library code is affected. Together these three fixes recover the main class of every large Unreal Engine header tested (`Actor`, `ActorComponent`, `SkeletalMeshComponent`, `World`, `LightComponent`, `CharacterMovementComponent`). (#1093 follow-up)
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## [1.2.0] - 2026-07-02
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