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# Integration Project
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## Behavior Rules
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- Be Concise!
* Do not output multiple paragraphs. Doing so is very rude.
* You are having a conversation, give the other person a chance to speak.
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- Do not use git to make changes (no commit, no push, no stash, etc.)
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- Work at the user's pace. Do not start coding until the user says it is time.
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## Build System
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- Use `build.py` for all builds. Do NOT use UBT directly.
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- `build.py all` — full rebuild (engine, game, intellisense, project files)
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- `build.py c++` — lightweight rebuild (use if you've only edited c++ files)
- Lua and Blueprint edits don't require any kind of build.
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## Directory Structure
- `luprex/` — The Luprex DLL.
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- `Source/Integration/` — Unreal interface to Luprex.
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- `Content/` — Unreal assets
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- `Docs/` — Documentation.
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- `Config/` — Unreal config files
- `EnginePatches/` — Custom engine modifications
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- `Plugins/UEWingman/` - A plugin that gives you control over the unreal editor. Drive it from bash via `python3 Plugins/UEWingman/ue-wingman.py <Command> key=value ...` (values starting with `[` or `{` are parsed as JSON).
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- `../integration.UE/` - the unreal engine source tree
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## Coding Conventions
- Prefer early returns and `continue` to reduce nesting (never-nester style).
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- Do not use static functions in Unreal code. Use class methods instead.
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## Special commands.
You must learn these shorthands:
- "bc" - be concise. You must rephrase your most recent
response in a more concise manner, and then, going forward, be
more concise in general.
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