Step 2: the telemetry seam
ITelemetrySink with the null, log and JSON Lines sinks, FTelemetryEvent and the envelope, TelemetryEvents, UTelemetrySubsystem on the game instance, ASaltyGameMode minting the session id into the replicated ASaltyGameState, bs.TelemetryTest, the git hash in the build string (D-42) and four Salty.Core.Telemetry tests replacing the placeholder. Proved standalone and with a headless server plus client sharing one session id. Also enables the engine's Editor, AutomationTest, GameplayTags, ConfigSettings and LiveCoding MCP toolsets (D-43) so the editor's MCP server exposes more than the skills toolset. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Claude Fable 5.1
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@@ -28,7 +28,18 @@ template; the plain template classes are `ATemplate*` and are the placeholder bo
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depend on them. Four Fab asset packs sit in `Content/` (`HouseForge_01`, `Medieval_Weapons`, `Elite_RockyMeadows`,
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`RPGEnvironmentVFX`); none is referenced yet, and a pack is used only when a step's spec names the asset.
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Next: step 2, the telemetry seam. Update this section when a step closes: what exists, what the next step is.
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Step 2 is built: `UTelemetrySubsystem` on the game instance with the null, log and JSON Lines sinks
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(`-telemetry` or `telemetry.File 1` writes `Saved/Telemetry/session_*.jsonl`), the four session events,
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`ASaltyGameMode` minting the session id into `ASaltyGameState`, and `bs.TelemetryTest` in
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`Source/Salty/Core/SaltyCheats.cpp`, the home of every later `bs.*` command. Emit with a name from
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`TelemetryEvents` and a `FTelemetryPayload`.
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The editor serves the engine's MCP plugin on `127.0.0.1:8000/mcp` while it is open (D-43); `.mcp.json` points
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Claude Code at it. Reconnect with `/mcp` once the editor is up. Close the editor and its Live Coding console
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before a shell build.
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Next: step 3, the body, the camera, the input map and the gym. Step 1's PIE proof (two clients, dedicated
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server, two pawns in the gym) is still a person's to tick. Update this section when a step closes.
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## Layout
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