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>
41 lines
2.1 KiB
Markdown
41 lines
2.1 KiB
Markdown
# PS_ProserveEditor - Project Guidelines
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## Project Overview
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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.
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## Architecture
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- **Plugin**: PS_Editor (runtime plugin, must work in packaged builds)
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- **UI**: UMG driven by C++
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- **Gizmos**: InteractiveToolsFramework (UE5 built-in)
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- **Serialization**: JSON via Json/JsonUtilities modules
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- **Input**: Enhanced Input system
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## Naming Conventions
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- All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`)
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- Code and comments in English
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- Standard UE5 prefixes: `A` for Actors, `U` for UObjects, `F` for structs, `E` for enums, `I` for interfaces
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## Code Quality
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- Prefer correct, complete implementations over minimal ones.
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- Use appropriate data structures and algorithms — don't brute-force what has a known better solution.
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- When fixing a bug, fix the root cause, not the symptom.
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- If something requires error handling or validation to work reliably, include it without asking.
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## Build
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- Engine: Unreal Engine 5.5
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- Plugin location: `Unreal/Plugins/PS_Editor/`
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- Game module: `PS_ProserveEditor` (in `Unreal/Source/PS_ProserveEditor/`)
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- CLI build command (Editor, Development):
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```
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"<UE_INSTALL>/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="<REPO>/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild
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```
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UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5` > `InstalledDirectory`
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## Project Memory
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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:
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- `MEMORY.md` — Index of all memory files with one-line summaries
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- `project_ps_editor.md` — Project scope, technical decisions, current phase
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- `feedback_naming.md` — Naming conventions and user preferences
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- `reference_build.md` — Full build command and UE install path details
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