--- name: UE5 build process description: How to build the PROSERVE host project (currently UE 5.7) from command line on Windows type: reference --- 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_5.7/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 `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.