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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@@ -4,3 +4,5 @@
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#include "Logging/LogMacros.h"
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SALTYCORE_API DECLARE_LOG_CATEGORY_EXTERN(LogSaltyCore, Log, All);
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// Every event the log sink emits, one JSON line each (Docs/Spec/Telemetry.md).
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SALTYCORE_API DECLARE_LOG_CATEGORY_EXTERN(LogTelemetry, Log, All);
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