# 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++ (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`) - 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): ``` "/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="/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