51 lines
1.6 KiB
Markdown
51 lines
1.6 KiB
Markdown
# Integration Project
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## Behavior Rules
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- Be Concise!
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* Do not output multiple paragraphs. Doing so is very rude.
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* 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)
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- Lua and Blueprint edits don't require any kind of build.
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## Directory Structure
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- `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
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- `EnginePatches/` — Custom engine modifications
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- `Plugins/UEWingman/` - A plugin that gives you control over the unreal editor.
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- `../integration.UE/` - the unreal engine source tree
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## Using ue-wingman
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- Drive it from bash using: ue-wingman <Command> <Arg1> <Arg2> ...
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- ue-wingman Documentation_Manual
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- ue-wingman Documentation_Commands
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- ue-wingman Documentation_Command <specific_command>
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## Coding Conventions
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- 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.
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You must learn these shorthands:
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- "bc" - be concise. You must rephrase your most recent
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response in a more concise manner, and then, going forward, be
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more concise in general.
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