Update project memory and CLAUDE.md to reflect Phases 1-4 completion

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-10 22:31:08 +02:00
parent 5be3a777f9
commit 88544c4c85
2 changed files with 5 additions and 5 deletions

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@@ -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 - [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 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 - [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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@@ -5,10 +5,10 @@ Unreal Engine 5.5 project with runtime editor plugin (PS_Editor). The plugin ena
## Architecture ## Architecture
- **Plugin**: PS_Editor (runtime plugin, must work in packaged builds) - **Plugin**: PS_Editor (runtime plugin, must work in packaged builds)
- **UI**: UMG driven by C++ - **UI**: UMG driven by C++ (Slate)
- **Gizmos**: InteractiveToolsFramework (UE5 built-in) - **Gizmos**: Custom actor with BasicShapes + unlit material (InteractiveToolsFramework is editor-only)
- **Serialization**: JSON via Json/JsonUtilities modules - **Serialization**: JSON via Json/JsonUtilities modules (FJsonObjectConverter)
- **Input**: Enhanced Input system - **Input**: Enhanced Input system (AZERTY: arrows + A/Q movement, E/R/T modes)
## Naming Conventions ## Naming Conventions
- All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`) - All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`)