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docs: add comprehensive AI context documentation
- Add root CLAUDE.md with project vision and modular architecture overview - Add module-specific documentation for Auto, Manual, and Migrate modules - Include Mermaid diagrams showing module structure and dependencies - Document Blueprint-C++ integration patterns and development workflows Establishes complete AI-assisted development context for Unreal Engine modular architecture project with educational examples and best practices.
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CLAUDE.md

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# FirstModule - Unreal Engine Modular Architecture Project
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## Changelog
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**2025-09-26 10:55:07** - Initial AI context generation
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- Created comprehensive documentation structure
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- Analyzed 4 runtime modules (FirstModule, Auto, Manual, Migrate)
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- Documented module dependencies and inter-module communication patterns
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- Established Blueprint-C++ integration patterns
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## Project Vision
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FirstModule is an educational Unreal Engine 5.6 project demonstrating advanced modular architecture patterns in C++. The project serves as a comprehensive handbook for understanding UE module creation, dependency management, and Blueprint-C++ integration strategies. It showcases three different approaches to module development: IDE-generated modules (Auto), manually crafted modules (Manual), and migrated modules from external projects (Migrate).
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## Architecture Overview
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This project implements a layered modular architecture with clear separation of concerns:
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- **Core Game Module**: `FirstModule` - Main game module providing entry point and core game logic
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- **Utility Modules**: `Auto` and `Manual` - Demonstration modules showing different creation methodologies
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- **External Integration**: `Migrate` - Example of module migration from external projects
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- **Blueprint Integration**: Seamless C++ to Blueprint exposure through UCLASS/UFUNCTION patterns
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### Module Structure Diagram
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```mermaid
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graph TD
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A["FirstModule (Main)"] --> B["Config"];
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A --> C["Content"];
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A --> D["Source"];
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D --> E["FirstModule"];
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D --> F["Auto"];
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D --> G["Manual"];
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D --> H["Migrate"];
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F --> I["Auto.Build.cs"];
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F --> J["Public/AutoModule.h"];
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F --> K["Public/AutoExposed.h"];
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F --> L["Public/AutoCppOnly.h"];
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G --> M["Manual.Build.cs"];
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G --> N["Public/ManualModule.h"];
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G --> O["Public/ManualExposed.h"];
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G --> P["Public/ManualCppOnly.h"];
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H --> Q["Migrate.Build.cs"];
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H --> R["Public/Migrate.h"];
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H --> S["Public/MigrateActor.h"];
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C --> T["Manual/BP_ManualExposed.uasset"];
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C --> U["Level/LVL_FirstModule.umap"];
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B --> V["DefaultEngine.ini"];
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B --> W["DefaultGame.ini"];
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B --> X["DefaultInput.ini"];
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B --> Y["DefaultEditor.ini"];
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click F "./Source/Auto/CLAUDE.md" "View Auto module documentation"
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click G "./Source/Manual/CLAUDE.md" "View Manual module documentation"
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click H "./Source/Migrate/CLAUDE.md" "View Migrate module documentation"
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```
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## Module Index
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| Module Name | Type | Purpose | Dependencies | Blueprint Support | Creation Method |
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|-------------|------|---------|--------------|-------------------|-----------------|
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| **FirstModule** | Game | Main game module and entry point | Core, CoreUObject, Engine, InputCore, EnhancedInput | Yes | Standard UE |
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| **Auto** | Runtime | IDE-generated module demonstrating automated creation | Core, CoreUObject, Engine | Yes | JetBrains Rider |
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| **Manual** | Runtime | Hand-crafted module showing manual creation process | Core, Auto, CoreUObject, Engine | Yes | Manual |
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| **Migrate** | Runtime | Migrated module from external project | Core, CoreUObject, Engine, Slate, SlateCore | Limited | Migration |
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## Running and Development
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### Prerequisites
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- Unreal Engine 5.6 or later
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- JetBrains Rider or Visual Studio 2022
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- Windows 10/11 (primary platform)
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### Build Instructions
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1. Clone the repository
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2. Right-click `FirstModule.uproject` → "Generate Visual Studio Project Files"
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3. Open `FirstModule.sln` in your IDE
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4. Build the solution (Ctrl+Shift+B)
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5. Launch through the IDE or double-click the .uproject file
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### Module Loading Verification
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Check the Output Log for successful module initialization:
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```
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LogAuto: Warning: FAutoModule::StartupModule()
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LogManual: Warning: FManualModule::StartupModule()
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LogTemp: Warning: MigrateActor::AMigrateActor
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```
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## Testing Strategy
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### Module Integration Testing
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- **Inter-module Communication**: Manual module successfully calls Auto module classes
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- **Blueprint Exposure**: All UCLASS-marked classes appear in Blueprint editor
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- **Dependency Resolution**: Build system correctly resolves module dependencies
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### Blueprint Integration Testing
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- `BP_ManualExposed` inherits from `AManualExposed` C++ class
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- Blueprint-callable functions work correctly in editor
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- C++ constructors handle multiple Blueprint instantiations properly
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### Compilation Testing
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- Clean build from source compiles without errors
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- Module dependency changes trigger appropriate recompilation
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- Hot reload works for C++ changes during development
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## Coding Standards
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### Module Organization
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- **Public Headers**: Only expose necessary interfaces in `Public/` folder
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- **Private Implementation**: Keep implementation details in `Private/` folder
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- **API Macros**: Use module-specific API macros (`MANUAL_API`, `AUTO_API`, etc.)
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### Class Classification
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- **CppOnly Classes**: High-performance C++ classes (no Blueprint access)
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- **Exposed Classes**: Blueprint-compatible classes with UCLASS macro
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- **Internal Classes**: Module-private classes in Private folder
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### Naming Conventions
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- Module names: PascalCase (`Auto`, `Manual`)
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- Class prefixes: `F` (regular), `A` (Actor), `U` (UObject-derived)
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- API macros: UPPERCASE_MODULE_API (`MANUAL_API`)
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### Dependency Management
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- Use `PublicDependencyModuleNames` for dependencies other modules need
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- Use `PrivateDependencyModuleNames` for internal-only dependencies
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- Maintain clear dependency hierarchy to avoid circular references
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## AI Usage Guidelines
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### Claude Code Assistant Integration
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This project is optimized for AI-assisted development with clear module boundaries and comprehensive documentation. AI assistants can:
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- Analyze module structure and dependencies
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- Suggest improvements to modular architecture
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- Help debug inter-module communication issues
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- Assist with Blueprint-C++ integration patterns
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### Code Analysis Patterns
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- Module entry points are clearly marked with `StartupModule()`/`ShutdownModule()`
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- Public interfaces are documented in module headers
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- Dependencies are explicitly declared in Build.cs files
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- Blueprint integration points use standard UE reflection macros
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### Documentation Maintenance
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- Each module maintains its own `CLAUDE.md` with specific implementation details
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- Root documentation provides architectural overview and cross-module patterns
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- Index file tracks module relationships and scanning coverage
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## Development Workflow
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### Adding New Modules
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1. Create module directory structure in `Source/`
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2. Add Build.cs file with appropriate dependencies
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3. Create module interface class inheriting from `IModuleInterface`
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4. Register module in project .uproject file
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5. Update Target.cs files to include new module
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6. Generate project files and build
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### Module Migration Process
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1. Copy source module folder to target project
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2. Update target project .uproject configuration
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3. Modify Target.cs files to register migrated module
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4. Regenerate project files
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5. Verify compilation and functionality
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### Blueprint Integration
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1. Mark classes with `UCLASS(Blueprintable)` for inheritance
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2. Use `UFUNCTION(BlueprintCallable)` for callable methods
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3. Expose properties with `UPROPERTY(BlueprintReadWrite)`
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4. Keep constructors lightweight for Blueprint CDO creation

Source/Auto/CLAUDE.md

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[Root Directory](../../../CLAUDE.md) > [Source](../) > **Auto**
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# Auto Module Documentation
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## Module Responsibilities
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The Auto module serves as a demonstration of IDE-generated Unreal Engine module creation, specifically using JetBrains Rider. It provides a baseline example of automated module scaffolding and showcases the standard patterns for C++ class organization in UE modules. The module includes both Blueprint-accessible and C++-only classes to demonstrate different exposure levels.
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## Entry and Startup
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### Module Interface
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- **Class**: `FAutoModule`
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- **Header**: `Source/Auto/Public/AutoModule.h`
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- **Implementation**: `Source/Auto/Private/AutoModule.cpp`
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- **Loading Phase**: Default
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- **Type**: Runtime
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### Startup Sequence
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```cpp
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void FAutoModule::StartupModule()
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{
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UE_LOG(LogAuto, Warning, TEXT("FAutoModule::StartupModule()"));
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}
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```
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The module registers itself using the standard UE pattern:
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```cpp
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IMPLEMENT_MODULE(FAutoModule, Auto)
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```
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## External Interfaces
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### Blueprint-Accessible Classes
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#### AAutoExposed
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- **Header**: `Source/Auto/Public/AutoExposed.h`
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- **Purpose**: Demonstrates Blueprint-C++ integration
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- **Inheritance**: `AActor`
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- **Capabilities**:
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- Blueprintable for inheritance
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- Contains BlueprintCallable function `DoAutoExposed()`
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- Can be instantiated directly in Blueprint
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```cpp
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UCLASS(Blueprintable)
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class AUTO_API AAutoExposed : public AActor
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Auto")
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void DoAutoExposed() const;
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};
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```
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### C++-Only Classes
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#### FAutoCppOnly
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- **Header**: `Source/Auto/Public/AutoCppOnly.h`
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- **Purpose**: High-performance C++ API for other modules
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- **Access**: C++ modules only (no Blueprint access)
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- **Usage**: Used by Manual module to demonstrate inter-module communication
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```cpp
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class AUTO_API FAutoCppOnly
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{
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public:
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FAutoCppOnly();
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void DoAutoCppOnly();
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};
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```
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## Key Dependencies and Configuration
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### Build Configuration
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- **File**: `Source/Auto/Auto.Build.cs`
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- **Type**: ModuleRules-derived class
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- **PCH Usage**: UseExplicitOrSharedPCHs
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### Public Dependencies
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- `Core` - Essential UE core functionality
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### Private Dependencies
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- `CoreUObject` - UObject system support
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- `Engine` - Core engine functionality
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### Module Registration
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The module is registered in:
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- `FirstModule.uproject` as Runtime module
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- `FirstModule.Target.cs` via `RegisterModulesCreatedByRider()`
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- `FirstModuleEditor.Target.cs` for editor builds
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## Data Models
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### FAutoCppOnly Structure
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The module defines a simple C++ class that serves as a dependency target for other modules:
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```cpp
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class AUTO_API FAutoCppOnly
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{
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// Standard C++ class with module API export
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// No UE reflection system involvement
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// Optimized for performance-critical operations
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};
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```
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### AAutoExposed Actor
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Blueprint-compatible actor demonstrating standard UE patterns:
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```cpp
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UCLASS(Blueprintable)
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class AUTO_API AAutoExposed : public AActor
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{
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GENERATED_BODY()
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// Uses UE reflection system
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// Supports Blueprint inheritance
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// Runtime type information available
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};
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```
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## Testing and Quality
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### Manual Testing
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- Module loads successfully during engine startup
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- `FAutoCppOnly` can be instantiated by dependent modules
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- `AAutoExposed` appears in Blueprint class picker
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- BlueprintCallable functions work correctly in Blueprint graphs
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### Build Verification
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- Compiles cleanly with no warnings in Development/Shipping configurations
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- Generates correct API symbols for external module consumption
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- Hot reload works correctly during development
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### Dependency Testing
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- Manual module successfully includes and uses `FAutoCppOnly`
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- No circular dependency issues detected
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- Module can be safely removed without breaking core functionality
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## FAQ
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### Q: Why is this module named "Auto"?
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A: The name "Auto" refers to the automated creation process using JetBrains Rider, not any automatic functionality within the module.
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### Q: Can other modules depend on Auto?
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A: Yes, the Manual module demonstrates this by including Auto in its `PublicDependencyModuleNames` and using `FAutoCppOnly`.
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### Q: What's the difference between Public and Private folders?
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A: Public headers can be included by other modules, while Private files are internal implementation only.
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### Q: Why use AUTO_API macro?
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A: The API macro exports symbols for use by other modules on Windows platforms and ensures proper DLL linkage.
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## Related Files
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### Core Module Files
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- `Auto.Build.cs` - Build configuration and dependencies
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- `AutoModule.h/.cpp` - Module interface implementation
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- `AutoExposed.h/.cpp` - Blueprint-accessible actor class
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- `AutoCppOnly.h/.cpp` - C++-only utility class
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- `AutoInternal.h/.cpp` - Private implementation details
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### Generated Files
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- `AutoExposed.generated.h` - UE reflection system generated code
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- Build system generates appropriate `.obj` and `.lib` files
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### Configuration References
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- Referenced in `FirstModule.uproject` module list
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- Included in both Game and Editor target configurations
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- Dependencies declared in Manual module's Build.cs
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## Changelog
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**2025-09-26 10:55:07** - Initial documentation creation
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- Analyzed IDE-generated module structure
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- Documented public interfaces and dependencies
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- Established Blueprint integration patterns
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- Verified inter-module communication with Manual module

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