diff --git a/.claude/memory/MEMORY.md b/.claude/memory/MEMORY.md index a7993fc..8f53720 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, incremental dev, Phase 1 done +- [PS_Editor plugin project](project_ps_editor.md) — Runtime editor plugin for UE 5.5, 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) - [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.md b/CLAUDE.md index 9e01ec5..8f3a3a0 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -5,10 +5,10 @@ Unreal Engine 5.5 project with runtime editor plugin (PS_Editor). The plugin ena ## Architecture - **Plugin**: PS_Editor (runtime plugin, must work in packaged builds) -- **UI**: UMG driven by C++ -- **Gizmos**: InteractiveToolsFramework (UE5 built-in) -- **Serialization**: JSON via Json/JsonUtilities modules -- **Input**: Enhanced Input system +- **UI**: UMG driven by C++ (Slate) +- **Gizmos**: Custom actor with BasicShapes + unlit material (InteractiveToolsFramework is editor-only) +- **Serialization**: JSON via Json/JsonUtilities modules (FJsonObjectConverter) +- **Input**: Enhanced Input system (AZERTY: arrows + A/Q movement, E/R/T modes) ## Naming Conventions - All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`)