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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co-authored by
Claude Fable 5.1
parent
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commit
4f2c55cd2a
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatCheckpointVolume.h"
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#include "CombatCharacter.h"
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#include "CombatPlayerController.h"
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ACombatCheckpointVolume::ACombatCheckpointVolume()
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{
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// create the box volume
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RootComponent = Box = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
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check(Box);
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// set the box's extent
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Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f));
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// set the default collision profile to overlap all dynamic
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Box->SetCollisionProfileName(FName("OverlapAllDynamic"));
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// bind the begin overlap
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Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatCheckpointVolume::OnOverlap);
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}
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void ACombatCheckpointVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// has the player entered this volume?
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ACombatCharacter* PlayerCharacter = Cast<ACombatCharacter>(OtherActor);
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if (PlayerCharacter)
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{
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if (ACombatPlayerController* PC = Cast<ACombatPlayerController>(PlayerCharacter->GetController()))
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{
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// update the player's respawn checkpoint
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PC->SetRespawnTransform(PlayerCharacter->GetActorTransform());
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}
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}
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}
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