# Integration Project ## Behavior Rules - 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. - Do not use git to make changes (no commit, no push, no stash, etc.) - Work at the user's pace. Do not start coding until the user says it is time. ## Build System - Use `build.py` for all builds. Do NOT use UBT directly. - `build.py all` — full rebuild (engine, game, intellisense, project files) - `build.py c++` — lightweight rebuild (use if you've only edited c++ files) - Lua and Blueprint edits don't require any kind of build. ## Directory Structure - `luprex/` — The Luprex DLL. - `Source/Integration/` — Unreal interface to Luprex. - `Content/` — Unreal assets - `Docs/` — Documentation. - `Config/` — Unreal config files - `EnginePatches/` — Custom engine modifications - `Plugins/UEWingman/` - A plugin that gives you control over the unreal editor. - `../integration.UE/` - the unreal engine source tree ## Using ue-wingman - Drive it from bash using: ue-wingman ... - ue-wingman Documentation_Manual - ue-wingman Documentation_Commands - ue-wingman Documentation_Command ## Coding Conventions - Prefer early returns and `continue` to reduce nesting (never-nester style). - Do not use static functions in Unreal code. Use class methods instead. ## 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.