Add PS_Editor plugin Phase 1: GameMode + Camera navigation
Runtime editor plugin with UE viewport-style camera controls: - ZQSD/Arrows movement (always active), E/A for up/down - LMB: pan (horizontal move + yaw), RMB: free fly look - Alt+LMB / MMB: orbit around focal point, scroll: zoom - HUD with controls help, cursor auto-hide during camera ops Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
40
CLAUDE.md
Normal file
40
CLAUDE.md
Normal file
@@ -0,0 +1,40 @@
|
||||
# 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.
|
||||
|
||||
## 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
|
||||
|
||||
## Naming Conventions
|
||||
- All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`)
|
||||
- Code and comments in English
|
||||
- Standard UE5 prefixes: `A` for Actors, `U` for UObjects, `F` for structs, `E` for enums, `I` for interfaces
|
||||
|
||||
## Code Quality
|
||||
- Prefer correct, complete implementations over minimal ones.
|
||||
- Use appropriate data structures and algorithms — don't brute-force what has a known better solution.
|
||||
- When fixing a bug, fix the root cause, not the symptom.
|
||||
- If something requires error handling or validation to work reliably, include it without asking.
|
||||
|
||||
## Build
|
||||
- Engine: Unreal Engine 5.5
|
||||
- Plugin location: `Unreal/Plugins/PS_Editor/`
|
||||
- Game module: `PS_ProserveEditor` (in `Unreal/Source/PS_ProserveEditor/`)
|
||||
- CLI build command (Editor, Development):
|
||||
```
|
||||
"<UE_INSTALL>/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="<REPO>/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild
|
||||
```
|
||||
UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5` > `InstalledDirectory`
|
||||
|
||||
## 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:
|
||||
|
||||
- `MEMORY.md` — Index of all memory files with one-line summaries
|
||||
- `project_ps_editor.md` — Project scope, technical decisions, current phase
|
||||
- `feedback_naming.md` — Naming conventions and user preferences
|
||||
- `reference_build.md` — Full build command and UE install path details
|
||||
Reference in New Issue
Block a user