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>
This commit is contained in:
Rainer Leit
2026-09-16 20:10:43 +03:00
co-authored by Claude Fable 5.1
parent 0e61a77346
commit 4f2c55cd2a
1434 changed files with 11358 additions and 27 deletions
@@ -0,0 +1,38 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "CombatCheckpointVolume.h"
#include "CombatCharacter.h"
#include "CombatPlayerController.h"
ACombatCheckpointVolume::ACombatCheckpointVolume()
{
// create the box volume
RootComponent = Box = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
check(Box);
// set the box's extent
Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f));
// set the default collision profile to overlap all dynamic
Box->SetCollisionProfileName(FName("OverlapAllDynamic"));
// bind the begin overlap
Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatCheckpointVolume::OnOverlap);
}
void ACombatCheckpointVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
// has the player entered this volume?
ACombatCharacter* PlayerCharacter = Cast<ACombatCharacter>(OtherActor);
if (PlayerCharacter)
{
if (ACombatPlayerController* PC = Cast<ACombatPlayerController>(PlayerCharacter->GetController()))
{
// update the player's respawn checkpoint
PC->SetRespawnTransform(PlayerCharacter->GetActorTransform());
}
}
}