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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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatDummy.h"
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#include "Components/SceneComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "PhysicsEngine/PhysicsConstraintComponent.h"
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ACombatDummy::ACombatDummy()
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{
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PrimaryActorTick.bCanEverTick = true;
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// create the root
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Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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SetRootComponent(Root);
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// create the base plate
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BasePlate = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Base Plate"));
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BasePlate->SetupAttachment(RootComponent);
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// create the dummy
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Dummy = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Dummy"));
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Dummy->SetupAttachment(RootComponent);
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Dummy->SetSimulatePhysics(true);
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// create the physics constraint
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PhysicsConstraint = CreateDefaultSubobject<UPhysicsConstraintComponent>(TEXT("Physics Constraint"));
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PhysicsConstraint->SetupAttachment(RootComponent);
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PhysicsConstraint->SetConstrainedComponents(BasePlate, NAME_None, Dummy, NAME_None);
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}
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void ACombatDummy::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse)
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{
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// apply impulse to the dummy
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Dummy->AddImpulseAtLocation(DamageImpulse, DamageLocation);
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// call the BP handler
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BP_OnDummyDamaged(DamageLocation, DamageImpulse.GetSafeNormal());
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}
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void ACombatDummy::HandleDeath()
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{
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// unused
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}
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void ACombatDummy::ApplyHealing(float Healing, AActor* Healer)
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{
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// unused
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}
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void ACombatDummy::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource)
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{
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// unused
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}
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