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 "CombatAttacker.generated.h"
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/**
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* CombatAttacker Interface
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* Provides common functionality to trigger attack animation events.
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*/
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UINTERFACE(MinimalAPI, NotBlueprintable)
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class UCombatAttacker : public UInterface
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{
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GENERATED_BODY()
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};
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class ICombatAttacker
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{
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GENERATED_BODY()
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public:
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/** Performs an attack's collision check. Usually called from a montage's AnimNotify */
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UFUNCTION(BlueprintCallable, Category="Attacker")
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virtual void DoAttackTrace(FName DamageSourceBone) = 0;
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/** Performs a combo attack's check to continue the string. Usually called from a montage's AnimNotify */
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UFUNCTION(BlueprintCallable, Category="Attacker")
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virtual void CheckCombo() = 0;
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/** Performs a charged attack's check to loop the charge animation. Usually called from a montage's AnimNotify */
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UFUNCTION(BlueprintCallable, Category="Attacker")
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virtual void CheckChargedAttack() = 0;
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};
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