4.1 KiB
4.1 KiB
User Preferences
- Use
build.py c++for lightweight C++ rebuilds,build.py allfor full rebuilds. - Does a lot of refactoring in early development stages. Be ready for frequent renames, restructuring, and changes of mind without pushback.
- VS Code is the IDE. Use
code --goto <filename>:<line>to open files/locations in the IDE instead of showing code snippets at the prompt. - When asked to "show me" code, open it in VS Code rather than pasting it in the terminal.
- The Unreal Engine source for this project lives at
/home/jyelon/integration.UE(sibling to the project dir), not~/UnrealEngine. Always use this copy when working on the integration project. - Many of Unreal's basic data types (FString, TArray, TSet, TMap, etc.) are in
integration.UE/Engine/Source/Runtime/Core/Public/Containers/. - Editor log files are at
integration/User/jyelon/Saved/Logs/.
Critical: Minimize Diff Noise
- The user reviews all changes via
git diffin VS Code. Every unnecessary diff line costs review time. - Preserve all existing comments. Comments describe the logic, not the syntax — they survive refactors. Only remove a comment if the code it described was genuinely deleted.
- Don't rename variables, reorder code, or reformat lines unless directly required by the task. If a variable name works, leave it. If a comment is in the right place, don't move it.
- Don't make gratuitous changes. If it doesn't need to change, don't touch it.
Coding Style Preferences
- NO STATIC FUNCTIONS in Unreal code. Use class methods or namespace-scoped functions instead. This is a hard rule — the user has corrected this multiple times.
- Prefer in-class member initializers (
int x_ = 0;in the header) over explicit initialization in constructor bodies. When touching constructors, migrate toward this style. - Inline empty constructors/destructors in the header when possible.
- Avoid ternary operator unless very concise (e.g.,
x ? 1 : 0). For longer expressions, use early-returnifinstead. - When asked for a small change, do exactly that. If it turns out to require broader refactoring, STOP and explain the situation instead of silently rewriting the module.
Tools
tools/clangd-query.py— Query clangd for C++ symbols. Uses a background daemon for fast responses after first invocation (~10s cold, milliseconds warm). Commands:python3 tools/clangd-query.py symbol <name>— Find symbols by name across the whole project.python3 tools/clangd-query.py definition <file> <line> <col>— Go to definition (1-based line/col).python3 tools/clangd-query.py references <file> <line> <col>— Find all references (1-based line/col).python3 tools/clangd-query.py diagnostics <file>— Get errors/warnings for a file.python3 tools/clangd-query.py stop— Stop the daemon.- Prefer this over grep when looking for C++ class/function definitions or references.
Asset Naming Conventions
| Folder | Class | Prefix | Example |
|---|---|---|---|
/Game/StaticMeshes |
UStaticMesh | SM_ |
SM_Rock |
/Game/SkeletalMeshes |
USkeletalMesh | SKM_ |
SKM_Character |
/Game/AnimSequences |
UAnimSequence | SEQ_ |
SEQ_Walk |
/Game/Tangibles |
UBlueprint (Actor) | TAN_ |
TAN_Tree |
/Game/Widgets |
UWidgetBlueprint | WB_ |
WB_Hotkeys |
- Blueprints in
/Game/Luprex/use thelxprefix (e.g.,lxPlayerController) and are loaded directly, not through the asset lookup system. - See
Source/Integration/AssetLookup.cppfor the indexing logic.
MCP / Blueprint Editing
- BlueprintMCP plugin is in
Plugins/BlueprintMCP/(C++ plugin, editor-only). Listens on TCP port 9847. - Python MCP bridge is
tools/mcp-bridge.py(stdio transport, forwards to TCP port 9847). - Blueprint text exports go to
Saved/BlueprintExports/<PackageName>/— includes both custom graph exports and Unreal's copy-format ASCII dump.
Feedback
- UE Wingman testing mindset — flag tool friction during game work sessions
- Use mv for file renames — mv + targeted edits, don't rewrite from memory