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AgentCompany/builtin-skills/iOS-Dev/icon-generator/references/unreal-engine.md
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ZacharyZhang-NY e74dafcd36 Silence render-disposed spam, unbreak bundled skills, drop board wake
Three independently ugly bugs that all fed the same log flood:

* Electron's `WebFrameMain.send` writes every "Render frame was disposed"
  to stderr via `console.error`. When the worker fans a second
  agent-event past a reloading renderer, we produced thousands of
  identical lines and stalled the main loop on stderr I/O. Added a
  `mainFrame.detached` guard so the send is short-circuited before
  Electron's own catch block fires, and installed a targeted filter in
  `suppress-warnings.ts` (now actually imported from the entry point)
  so the specific `console.error("Error sending from webFrameMain:"…)`
  noise never reaches the terminal. Any other payload still surfaces.

* `dispatchAgentMessage` accepted the human-reader sentinel as a wake
  target when an agent replied to `__board__` — `wakeAgentIfPossible`
  then called `db.getAgent("__board__")`, threw, and the dispatcher
  kept repeating on every send. Strip `HUMAN_SENDER_ID` at
  `resolveMessageWakeTargets`, and keep a defense-in-depth guard in the
  heartbeat so a stray caller (future automation fan-out) cannot
  reintroduce the crash.

* Pi's skills loader rejects any SKILL.md whose frontmatter `name`
  diverges from its parent directory. The four bundled `my-writing-style`
  copies declared `name: writing-style-skill`, so every install emitted
  a warning and dropped the skill. They also lived as orphan gitlinks
  (mode 160000 without .gitmodules), and the global `*.md` gitignore
  hid every other SKILL.md from version control. Fixed the frontmatter
  to match the dir, converted the dangling submodules to plain trees,
  and allowlisted `builtin-skills/**/*.md` so a fresh clone carries the
  catalogue instead of silently losing it.
2026-04-20 08:13:48 -04:00

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Unreal Engine packaging icons (optional target)

What UE typically expects

  • Windows: a multi-resolution .ico (commonly max 256×256)
  • macOS: an .icns (UE may require .icns even if Apple has moved toward asset catalogs)
  • Linux: usually a .png (commonly 256×256)

What this skill generates

Using --targets ue, the script outputs:

  • ue/windows/icon.ico (multi-size)
  • ue/mac/AppIcon.iconset/ (iconset PNGs)
  • ue/linux/icon-256.png, ue/linux/icon-512.png

Creating .icns (macOS)

Creating .icns is easiest on macOS with iconutil.

  • Input: the AppIcon.iconset/ folder
  • Output: AppIcon.icns

If you’re not on macOS, keep the .iconset in source control and generate .icns on a Mac build machine.

Quality reminder

Even if a single “master” PNG exists, small sizes often need a simplified design. If your 16×16 looks mushy, create a simplified icon variant and regenerate.