Step 1: the Salty project, two modules, tests and the gym
Salty.uproject (UE 5.8) from the Third Person template with class redirects, the SaltyCore and Salty modules, the three build targets, USaltyAssetManager calling InitGlobalData, Config/Tags with the 23 root namespaces, Scripts/run-tests.sh, build.sh and Authoring/create_gym.py, L_Gym, Git LFS attributes and the placeholder test. Template variants kept as reference (D-41). The four Fab packs stay out of the repository for now (~10 GB). The editor serves the engine MCP plugin on 127.0.0.1:8000 through DefaultEditorPerProjectUserSettings.ini. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Claude Fable 5.1
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// Gameplay: actors, components, subsystems, abilities, UI. Depends on SaltyCore, never the reverse.
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// The Variant_* folders are the engine template's reference code (D-41); nothing new is built on them.
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using UnrealBuildTool;
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public class Salty : ModuleRules
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{
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public Salty(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core",
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"CoreUObject",
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"SaltyCore",
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"GameplayTags",
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"GameplayAbilities",
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"GameplayTasks",
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"NetCore",
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"Engine",
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"InputCore",
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"EnhancedInput",
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"AIModule",
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"StateTreeModule",
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"GameplayStateTreeModule",
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"UMG",
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"Slate"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PublicIncludePaths.AddRange(new string[] {
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"Salty",
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"Salty/Core",
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"Salty/Variant_Platforming",
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"Salty/Variant_Platforming/Animation",
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"Salty/Variant_Combat",
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"Salty/Variant_Combat/AI",
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"Salty/Variant_Combat/Animation",
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"Salty/Variant_Combat/Gameplay",
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"Salty/Variant_Combat/Interfaces",
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"Salty/Variant_Combat/UI",
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"Salty/Variant_SideScrolling",
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"Salty/Variant_SideScrolling/AI",
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"Salty/Variant_SideScrolling/Gameplay",
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"Salty/Variant_SideScrolling/Interfaces",
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"Salty/Variant_SideScrolling/UI"
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});
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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