diff --git a/.claude/memory/MEMORY.md b/.claude/memory/MEMORY.md index 8f53720..ea77a25 100644 --- a/.claude/memory/MEMORY.md +++ b/.claude/memory/MEMORY.md @@ -1,4 +1,4 @@ -- [PS_Editor plugin project](project_ps_editor.md) — Runtime editor plugin for UE 5.5, Phases 1-4 done, outline material pending +- [PS_Editor plugin project](project_ps_editor.md) — Runtime editor plugin for UE 5.7 (migrated from 5.5 in April 2026), Phases 1-4 done, outline material pending - [Underscore naming](feedback_naming.md) — Always use PS_Editor_ prefix with underscores in file/class names -- [UE5 build process](reference_build.md) — CLI build command for the project (Build.bat path, target name, flags) +- [UE5 build process](reference_build.md) — CLI build command for PROSERVE_UE_5_7 (5.5 host deprecated), Build.bat path, target name, junction check - [Build workflow](feedback_build_workflow.md) — Prefer Live Coding (Ctrl+Alt+F11) when UE is open, CLI build only when UE is closed diff --git a/.claude/memory/project_ps_editor.md b/.claude/memory/project_ps_editor.md index 643be94..90ad362 100644 --- a/.claude/memory/project_ps_editor.md +++ b/.claude/memory/project_ps_editor.md @@ -1,10 +1,10 @@ --- name: PS_Editor plugin project -description: Runtime editor plugin for UE 5.5 - object placement, scene editing, JSON save/load in packaged builds +description: Runtime editor plugin for UE 5.7 - object placement, scene editing, JSON save/load in packaged builds type: project --- -PS_Editor is a runtime editor plugin for Unreal Engine 5.5 for the PROSERVE project. +PS_Editor is a runtime editor plugin for Unreal Engine 5.7 for the PROSERVE project. The plugin was started on UE 5.5; the host project migrated to UE 5.7 in April 2026 and the plugin follows. Build details in reference_build.md. Key decisions: - UI: UMG driven by C++ (Slate) diff --git a/.claude/memory/reference_build.md b/.claude/memory/reference_build.md index f522f1d..fb9e36a 100644 --- a/.claude/memory/reference_build.md +++ b/.claude/memory/reference_build.md @@ -1,18 +1,30 @@ --- name: UE5 build process -description: How to build the PS_ProserveEditor UE 5.5 project from command line on Windows +description: How to build the PROSERVE host project (currently UE 5.7) from command line on Windows type: reference --- -UE 5.5 is installed at `C:\Program Files\Epic Games\UE_5.5` (found via registry key `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5`). +The PS_Editor plugin is developed in `E:\ASTERION\GIT\PS_Editor\Unreal\Plugins\PS_Editor` and consumed by the PROSERVE host project via an NTFS junction. Always build the host project, not the plugin in isolation. + +**Current host project (April 2026):** `E:\ASTERION\SVN\DEV\PROSERVE_UE_5_7\PROSERVE_UE_5_7.uproject` (Unreal Engine 5.7) + +The previous 5.5 host (`PROSERVE_UE_5_5`) is deprecated — do not use unless explicitly asked. + +UE 5.7 is installed at `C:\Program Files\Epic Games\UE_5.7` (found via registry key `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.7`). Build command (Editor target, Development): ``` -"C:/Program Files/Epic Games/UE_5.5/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="C:/ASTERION/GIT/PS_ProserveEditor/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild +"C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/Build.bat" PROSERVE_UE_5_7Editor Win64 Development -Project="E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/PROSERVE_UE_5_7.uproject" -WaitMutex -FromMsBuild ``` -**How to apply:** Use this command to compile after code changes. Timeout should be set to 600000ms (10 min) for safety. The target name is `PS_ProserveEditorEditor` (Editor suffix) for editor builds. +**How to apply:** Use this command to compile after code changes. Timeout should be set to 600000ms (10 min) for safety. The target name is `PROSERVE_UE_5_7Editor` (Editor suffix) for editor builds. **When to use CLI vs Live Coding:** - Live Coding (Ctrl+Alt+F11): .cpp only changes (no new UCLASS, USTRUCT, UENUM, UPROPERTY in headers) - Full CLI build (UE must be closed): new files, header changes with new reflected types, Build.cs changes + +**Plugin junction verification:** +``` +ls -la E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/Plugins/ | grep PS_Editor +``` +Should show a symlink pointing to `/e/ASTERION/GIT/PS_Editor/Unreal/Plugins/PS_Editor`. If broken, the host project will build against a stale or missing plugin copy. diff --git a/CLAUDE.md b/CLAUDE.md index d228123..223fa9a 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,7 +1,7 @@ # PS_ProserveEditor - Project Guidelines ## Project Overview -Unreal Engine 5.5 project with runtime editor plugin (PS_Editor). The plugin enables runtime scene editing in packaged builds: object placement, property editing, scenario definition, splines, lighting, and JSON scene save/load. +Unreal Engine 5.7 project with runtime editor plugin (PS_Editor). The plugin enables runtime scene editing in packaged builds: object placement, property editing, scenario definition, splines, lighting, and JSON scene save/load. The plugin was started on UE 5.5; the host project migrated to UE 5.7 in April 2026. ## Architecture - **Plugin**: PS_Editor (runtime plugin, must work in packaged builds) @@ -118,14 +118,16 @@ Symptom that the wrong widget was edited: logs you added don't appear in the Out and wait. Don't pre-emptively write + apply the code change in the same turn. ## Build -- Engine: Unreal Engine 5.5 -- Plugin location: `Unreal/Plugins/PS_Editor/` -- Game module: `PS_ProserveEditor` (in `Unreal/Source/PS_ProserveEditor/`) +- Engine: Unreal Engine 5.7 (host project migrated from 5.5 in April 2026) +- Plugin location: `Unreal/Plugins/PS_Editor/` (consumed via NTFS junction from the PROSERVE host project's `Plugins/` directory) +- Host project: `E:\ASTERION\SVN\DEV\PROSERVE_UE_5_7\PROSERVE_UE_5_7.uproject` — always build this, not the plugin in isolation +- Game module: `PROSERVE_UE_5_7` (in the host project's `Source/`) - CLI build command (Editor, Development): ``` - "/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild + "C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/Build.bat" PROSERVE_UE_5_7Editor Win64 Development -Project="E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/PROSERVE_UE_5_7.uproject" -WaitMutex -FromMsBuild ``` - UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5` > `InstalledDirectory` + UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.7` > `InstalledDirectory` +- The 5.5 host (`PROSERVE_UE_5_5`) is deprecated — do not build against it unless explicitly asked. ## Project Memory Shared project memory is stored in `.claude/memory/` (versioned in the repository). When starting a new session on any machine, read these files to restore context: