Update memory notes for UE 5.7 host project (was 5.5)
Host project migrated from PROSERVE_UE_5_5 to PROSERVE_UE_5_7 in April 2026. CLAUDE.md, memory index, project notes, and build reference now point at the new path / target / engine version. The 5.5 host is flagged deprecated to avoid accidental builds against it. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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- [PS_Editor plugin project](project_ps_editor.md) — Runtime editor plugin for UE 5.5, Phases 1-4 done, outline material pending
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- [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
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- [Underscore naming](feedback_naming.md) — Always use PS_Editor_ prefix with underscores in file/class names
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- [UE5 build process](reference_build.md) — CLI build command for the project (Build.bat path, target name, flags)
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- [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
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- [Build workflow](feedback_build_workflow.md) — Prefer Live Coding (Ctrl+Alt+F11) when UE is open, CLI build only when UE is closed
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---
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name: PS_Editor plugin project
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description: Runtime editor plugin for UE 5.5 - object placement, scene editing, JSON save/load in packaged builds
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description: Runtime editor plugin for UE 5.7 - object placement, scene editing, JSON save/load in packaged builds
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type: project
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---
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PS_Editor is a runtime editor plugin for Unreal Engine 5.5 for the PROSERVE project.
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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.
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Key decisions:
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- UI: UMG driven by C++ (Slate)
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---
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name: UE5 build process
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description: How to build the PS_ProserveEditor UE 5.5 project from command line on Windows
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description: How to build the PROSERVE host project (currently UE 5.7) from command line on Windows
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type: reference
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---
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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`).
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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.
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**Current host project (April 2026):** `E:\ASTERION\SVN\DEV\PROSERVE_UE_5_7\PROSERVE_UE_5_7.uproject` (Unreal Engine 5.7)
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The previous 5.5 host (`PROSERVE_UE_5_5`) is deprecated — do not use unless explicitly asked.
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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`).
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Build command (Editor target, Development):
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```
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"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
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"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
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```
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**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.
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**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.
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**When to use CLI vs Live Coding:**
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- Live Coding (Ctrl+Alt+F11): .cpp only changes (no new UCLASS, USTRUCT, UENUM, UPROPERTY in headers)
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- Full CLI build (UE must be closed): new files, header changes with new reflected types, Build.cs changes
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**Plugin junction verification:**
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```
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ls -la E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/Plugins/ | grep PS_Editor
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```
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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.
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14
CLAUDE.md
14
CLAUDE.md
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# PS_ProserveEditor - Project Guidelines
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## Project Overview
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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.
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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.
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## Architecture
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- **Plugin**: PS_Editor (runtime plugin, must work in packaged builds)
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@@ -118,14 +118,16 @@ Symptom that the wrong widget was edited: logs you added don't appear in the Out
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and wait. Don't pre-emptively write + apply the code change in the same turn.
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## Build
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- Engine: Unreal Engine 5.5
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- Plugin location: `Unreal/Plugins/PS_Editor/`
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- Game module: `PS_ProserveEditor` (in `Unreal/Source/PS_ProserveEditor/`)
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- Engine: Unreal Engine 5.7 (host project migrated from 5.5 in April 2026)
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- Plugin location: `Unreal/Plugins/PS_Editor/` (consumed via NTFS junction from the PROSERVE host project's `Plugins/` directory)
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- Host project: `E:\ASTERION\SVN\DEV\PROSERVE_UE_5_7\PROSERVE_UE_5_7.uproject` — always build this, not the plugin in isolation
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- Game module: `PROSERVE_UE_5_7` (in the host project's `Source/`)
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- CLI build command (Editor, Development):
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```
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"<UE_INSTALL>/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="<REPO>/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild
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"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
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```
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UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5` > `InstalledDirectory`
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UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.7` > `InstalledDirectory`
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- The 5.5 host (`PROSERVE_UE_5_5`) is deprecated — do not build against it unless explicitly asked.
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## Project Memory
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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:
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