A C++ class annotated with an export/visibility macro between `class`/`struct` and the type name — `class MYMODULE_API UMyComponent : public UActorComponent` (the standard Unreal-Engine `*_API` pattern), or the equivalent `*_EXPORT`/ `*_ABI` macros in Qt, Boost, LLVM, etc. — makes tree-sitter read `class MACRO` as an elaborated type and the whole declaration as a function. #946 dropped the resulting phantom function, but that also discarded the recoverable class name, members, and base-class edge, so the class never entered the graph and "find subclasses" / type-hierarchy / impact-through-inheritance returned nothing for effectively every gameplay class in a UE project. Add `blankCppExportMacros` as `cppExtractor.preParse`: it blanks the macro with equal-length spaces before parsing (offset-preserving, like C#'s `blankCsharpPreprocessorDirectives`/#237), so the declaration parses as a normal class_specifier and existing extraction emits the node, members, and `extends` edge. Generalized past UE `*_API` to any all-caps export macro, with two false-positive guards: the trailing `[:{]` definition-guard (leaves elaborated var decls like `struct FOO var;` alone) and requiring the macro to be followed by the real name (leaves an all-caps class NAME such as `class FOO : public Base` alone). C++-only, so C's heavier `struct TAG var;` never reaches it. The #946 drop stays as the fallback for any residual misparse the blanking doesn't catch. Validated on google/leveldb (LEVELDB_EXPORT, 134 files): class/struct nodes 266→293, extends edges 292→359, phantom functions 588→513; every export-macro real definition flips function→class and `EnvWrapper extends Env` goes absent→present. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -11,6 +11,7 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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### Fixes
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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)
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- `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)
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