Host project migrated from PROSERVE_UE_5_5 to PROSERVE_UE_5_7 in April 2026. CLAUDE.md, memory index, project notes, and build reference now point at the new path / target / engine version. The 5.5 host is flagged deprecated to avoid accidental builds against it. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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name, description, type
| name | description | type |
|---|---|---|
| UE5 build process | How to build the PROSERVE host project (currently UE 5.7) from command line on Windows | 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.