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
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatDamageableBox.h"
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#include "Components/StaticMeshComponent.h"
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#include "TimerManager.h"
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#include "Engine/World.h"
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ACombatDamageableBox::ACombatDamageableBox()
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{
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PrimaryActorTick.bCanEverTick = false;
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// create the mesh
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RootComponent = Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
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// set the collision properties
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Mesh->SetCollisionProfileName(FName("BlockAllDynamic"));
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// enable physics
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Mesh->SetSimulatePhysics(true);
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// disable navigation relevance so boxes don't affect NavMesh generation
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Mesh->bNavigationRelevant = false;
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}
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void ACombatDamageableBox::RemoveFromLevel()
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{
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// destroy this actor
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Destroy();
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}
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void ACombatDamageableBox::EndPlay(EEndPlayReason::Type EndPlayReason)
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{
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Super::EndPlay(EndPlayReason);
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// clear the death timer
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GetWorld()->GetTimerManager().ClearTimer(DeathTimer);
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}
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void ACombatDamageableBox::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse)
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{
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// only process damage if we still have HP
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if (CurrentHP > 0.0f)
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{
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// apply the damage
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CurrentHP -= Damage;
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// are we dead?
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if (CurrentHP <= 0.0f)
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{
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HandleDeath();
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}
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// apply a physics impulse to the box, ignoring its mass
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Mesh->AddImpulseAtLocation(DamageImpulse * Mesh->GetMass(), DamageLocation);
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// call the BP handler to play effects, etc.
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OnBoxDamaged(DamageLocation, DamageImpulse);
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}
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}
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void ACombatDamageableBox::HandleDeath()
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{
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// change the collision object type to Visibility so we ignore most interactions but still retain physics collisions
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Mesh->SetCollisionObjectType(ECC_Visibility);
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// call the BP handler to play effects, etc.
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OnBoxDestroyed();
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// set up the death cleanup timer
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GetWorld()->GetTimerManager().SetTimer(DeathTimer, this, &ACombatDamageableBox::RemoveFromLevel, DeathDelayTime);
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}
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void ACombatDamageableBox::ApplyHealing(float Healing, AActor* Healer)
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{
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// stub
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}
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void ACombatDamageableBox::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource)
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{
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// stub
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}
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