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fix(editor): prevent PIE compile-error modal deadlocks - #124

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tumourlove:masterfrom
Hvizeu:codex/force-pie-blueprint-errors
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fix(editor): prevent PIE compile-error modal deadlocks#124
Hvizeu wants to merge 1 commit into
tumourlove:masterfrom
Hvizeu:codex/force-pie-blueprint-errors

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@Hvizeu

@Hvizeu Hvizeu commented Aug 3, 2026

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Problem

When editor.start_pie encounters loaded Blueprints with unresolved compiler errors, Unreal can open a blocking confirmation dialog. Monolith runs in-process, so that modal blocks the game thread and makes the current request and later MCP calls appear deadlocked.

Fix

  • Add on_compile_errors to editor.start_pie with two explicit policies.
  • refuse is the default: return a structured error containing the offending Blueprint names and paths without starting PIE.
  • suppress starts PIE under a narrowly scoped unattended-script guard so Unreal cannot open the blocking confirmation modal.
  • Return the selected policy, error count, and Blueprint list on successful starts.
  • Reject unknown policies as invalid parameters.
  • Document the new request and response contract.
  • Add focused automation for invalid policies and structured refusal.

Checklist

  • UE 5.7 editor build
  • UE 5.8 editor build
  • Focused editor automation
  • Live refuse and suppress verification
  • API reference, module spec, and changelog updated
  • Project-agnostic implementation and public description

Validation

  • Monolith.Editor.PIE automation passed 2/2.
  • Refuse mode returned immediately with structured error data and left MCP responsive.
  • Suppress mode started PIE successfully while MCP remained responsive.
  • The UE 5.7 and UE 5.8 UnrealEditor targets compiled successfully.
  • Full plugin packaging reaches and compiles the changed editor target; a pre-existing MonolithAudioRuntime failure outside this diff still blocks the later packaged-game target.

@Hvizeu
Hvizeu marked this pull request as ready for review August 3, 2026 21:30
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