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>
2.1 KiB
2.1 KiB
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:
Afor Actors,Ufor UObjects,Ffor structs,Efor enums,Ifor 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(inUnreal/Source/PS_ProserveEditor/) - CLI build command (Editor, Development):
UE install path can be found via registry:
"<UE_INSTALL>/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="<REPO>/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuildHKLM\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 summariesproject_ps_editor.md— Project scope, technical decisions, current phasefeedback_naming.md— Naming conventions and user preferencesreference_build.md— Full build command and UE install path details