Files
PS_ProserveEditor/.claude/memory/reference_build.md
j.foucher 34280de44a Update memory notes for UE 5.7 host project (was 5.5)
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>
2026-05-20 15:09:17 +02:00

1.7 KiB

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.