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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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "CombatActivatable.generated.h"
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/**
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* Interactable Interface
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* Provides a context-agnostic way of activating, deactivating or toggling actors
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*/
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UINTERFACE(MinimalAPI, NotBlueprintable)
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class UCombatActivatable : public UInterface
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{
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GENERATED_BODY()
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};
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class ICombatActivatable
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{
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GENERATED_BODY()
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public:
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/** Toggles the Interactable Actor */
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UFUNCTION(BlueprintCallable, Category="Activatable")
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virtual void ToggleInteraction(AActor* ActivationInstigator) = 0;
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/** Activates the Interactable Actor */
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UFUNCTION(BlueprintCallable, Category="Activatable")
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virtual void ActivateInteraction(AActor* ActivationInstigator) = 0;
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/** Deactivates the Interactable Actor */
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UFUNCTION(BlueprintCallable, Category="Activatable")
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virtual void DeactivateInteraction(AActor* ActivationInstigator) = 0;
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};
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