| name | 01-project-onboarding |
| description | Orientation for UETPFCore — project purpose, module layout, build/test/editor commands, clangd setup, and where the authoritative docs live. Use when starting work in this repo, setting up a machine, or answering "how do I build/run/test this". |
Project Onboarding
UETPFCore is a multi-scale simulation framework for Unreal Engine 5.8
(Windows-first, Apache 2.0). It exists to make physics-driven world
simulation — from planetary scale down to centimeter contact physics —
buildable by small teams, and to let cities iterate on climate-resilience
simulations affordably (see README "Mega Grant" section; that sentence is the
mission, not marketing).
Modules
UETPFCore ← core framework (subsystems, specs, deltas)
├─ GameLauncher ← generic menu/launch module
└─ SinglePlayerStoryTemplate ← reference game module (persistence, spec loading)
UETPFCoreSim (branch, not on main) adds the high-fidelity simulation module
(SPICE ephemerides, sim foundations). See skill 04 before touching it.
Daily loop
Scripts\build.bat # Development Editor build
Scripts\editor.bat # launch editor (add -log for console)
Scripts\test.bat [filter] # automation tests, e.g. test.bat UETPFCore
Scripts\clean.bat # nuke build artifacts
- Engine path/version live in
Scripts\vars.bat (ENGINE_VERSION=5.8).
- After editing any
*.Build.cs: right-click UETPFCore.uproject →
"Generate Visual Studio project files", then Scripts\gen_clang_db.bat
so clangd stays truthful. docs/clangd-setup.md covers first-time setup.
Where truth lives
| Question | Source |
|---|
| Architecture rationale | docs/ARCHITECTURE.md |
| How to integrate a game | docs/IMPLEMENTATIONGUIDE.md |
| Machine setup | docs/SETUP.md |
| Threading rules | docs/threading-guidelines.md |
| Agent-facing summary | CLAUDE.md |
First-week checklist
- Build and launch the editor; confirm all three modules load (Output Log).
- Read
docs/ARCHITECTURE.md end to end — it is short on purpose.
- Read skill 03 (simulation conventions) before writing any C++.
- Enable Unreal MCP (skill 02) — most editor work here is agent-driven.