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 +1,21 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNotify_EndDash.h"
#include "PlatformingCharacter.h"
#include "Components/SkeletalMeshComponent.h"
void UAnimNotify_EndDash::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
// cast the owner to the attacker interface
if (APlatformingCharacter* PlatformingCharacter = Cast<APlatformingCharacter>(MeshComp->GetOwner()))
{
// tell the actor to end the dash
PlatformingCharacter->EndDash();
}
}
FString UAnimNotify_EndDash::GetNotifyName_Implementation() const
{
return FString("End Dash");
}
@@ -0,0 +1,24 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AnimNotify_EndDash.generated.h"
/**
* AnimNotify to finish the dash animation and restore player control
*/
UCLASS()
class UAnimNotify_EndDash : public UAnimNotify
{
GENERATED_BODY()
public:
/** Perform the Anim Notify */
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
/** Get the notify name */
virtual FString GetNotifyName_Implementation() const override;
};
@@ -0,0 +1,373 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "PlatformingCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Engine/World.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "TimerManager.h"
#include "Engine/LocalPlayer.h"
APlatformingCharacter::APlatformingCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// initialize the flags
bHasWallJumped = false;
bHasDoubleJumped = false;
bHasDashed = false;
bIsDashing = false;
// bind the dash montage ended delegate
OnDashMontageEnded.BindUObject(this, &APlatformingCharacter::DashMontageEnded);
// enable press and hold jump
JumpMaxHoldTime = 0.4f;
// set the jump max count to 3 so we can double jump and check for coyote time jumps
JumpMaxCount = 3;
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
// don't rotate the mesh when the controller rotates
bUseControllerRotationYaw = false;
// Configure character movement
GetCharacterMovement()->GravityScale = 2.5f;
GetCharacterMovement()->MaxAcceleration = 1500.0f;
GetCharacterMovement()->BrakingFrictionFactor = 1.0f;
GetCharacterMovement()->bUseSeparateBrakingFriction = true;
GetCharacterMovement()->GroundFriction = 4.0f;
GetCharacterMovement()->MaxWalkSpeed = 750.0f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f;
GetCharacterMovement()->BrakingDecelerationWalking = 2500.0f;
GetCharacterMovement()->PerchRadiusThreshold = 15.0f;
GetCharacterMovement()->JumpZVelocity = 350.0f;
GetCharacterMovement()->BrakingDecelerationFalling = 750.0f;
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->NavAgentProps.AgentRadius = 42.0;
GetCharacterMovement()->NavAgentProps.AgentHeight = 192.0;
// create the camera boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->bUsePawnControlRotation = true;
CameraBoom->bEnableCameraLag = true;
CameraBoom->CameraLagSpeed = 8.0f;
CameraBoom->bEnableCameraRotationLag = true;
CameraBoom->CameraRotationLagSpeed = 8.0f;
// create the orbiting camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
}
void APlatformingCharacter::Move(const FInputActionValue& Value)
{
FVector2D MovementVector = Value.Get<FVector2D>();
// route the input
DoMove(MovementVector.X, MovementVector.Y);
}
void APlatformingCharacter::Look(const FInputActionValue& Value)
{
FVector2D LookAxisVector = Value.Get<FVector2D>();
// route the input
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void APlatformingCharacter::Dash()
{
// route the input
DoDash();
}
void APlatformingCharacter::MultiJump()
{
// ignore jumps while dashing
if(bIsDashing)
return;
// are we already in the air?
if (GetCharacterMovement()->IsFalling())
{
// have we already wall jumped?
if (!bHasWallJumped)
{
// run a sphere sweep to check if we're in front of a wall
FHitResult OutHit;
const FVector TraceStart = GetActorLocation();
const FVector TraceEnd = TraceStart + (GetActorForwardVector() * WallJumpTraceDistance);
const FCollisionShape TraceShape = FCollisionShape::MakeSphere(WallJumpTraceRadius);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepSingleByChannel(OutHit, TraceStart, TraceEnd, FQuat(), ECollisionChannel::ECC_Visibility, TraceShape, QueryParams))
{
// rotate the character to face away from the wall, so we're correctly oriented for the next wall jump
FRotator WallOrientation = OutHit.ImpactNormal.ToOrientationRotator();
WallOrientation.Pitch = 0.0f;
WallOrientation.Roll = 0.0f;
SetActorRotation(WallOrientation);
// apply a launch impulse to the character to perform the actual wall jump
const FVector WallJumpImpulse = (OutHit.ImpactNormal * WallJumpBounceImpulse) + (FVector::UpVector * WallJumpVerticalImpulse);
LaunchCharacter(WallJumpImpulse, true, true);
// enable the jump trail
SetJumpTrailState(true);
// raise the wall jump flag to prevent an immediate second wall jump
bHasWallJumped = true;
GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &APlatformingCharacter::ResetWallJump, DelayBetweenWallJumps, false);
}
// no wall jump, try a double jump next
else
{
// are we still within coyote time frames?
if (GetWorld()->GetTimeSeconds() - LastFallTime < MaxCoyoteTime)
{
UE_LOG(LogTemp, Warning, TEXT("Coyote Jump"));
// use the built-in CMC functionality to do the jump
Jump();
// enable the jump trail
SetJumpTrailState(true);
// no coyote time jump
} else {
// only double jump once while we're in the air
if (!bHasDoubleJumped)
{
bHasDoubleJumped = true;
// use the built-in CMC functionality to do the double jump
Jump();
// enable the jump trail
SetJumpTrailState(true);
}
}
}
}
}
else
{
// we're grounded so just do a regular jump
Jump();
// activate the jump trail
SetJumpTrailState(true);
}
}
void APlatformingCharacter::ResetWallJump()
{
// reset the wall jump input lock
bHasWallJumped = false;
}
void APlatformingCharacter::DoMove(float Right, float Forward)
{
if (GetController() != nullptr)
{
// momentarily disable movement inputs if we've just wall jumped
if (!bHasWallJumped)
{
// find out which way is forward
const FRotator Rotation = GetController()->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, Forward);
AddMovementInput(RightDirection, Right);
}
}
}
void APlatformingCharacter::DoLook(float Yaw, float Pitch)
{
if (GetController() != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void APlatformingCharacter::DoDash()
{
// ignore the input if we've already dashed and have yet to reset
if (bHasDashed)
return;
// raise the dash flags
bIsDashing = true;
bHasDashed = true;
// disable gravity while dashing
GetCharacterMovement()->GravityScale = 0.0f;
// reset the character velocity so we don't carry momentum into the dash
GetCharacterMovement()->Velocity = FVector::ZeroVector;
// enable the jump trails
SetJumpTrailState(true);
// play the dash montage
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
const float MontageLength = AnimInstance->Montage_Play(DashMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true);
// has the montage played successfully?
if (MontageLength > 0.0f)
{
AnimInstance->Montage_SetEndDelegate(OnDashMontageEnded, DashMontage);
}
}
}
void APlatformingCharacter::DoJumpStart()
{
// handle special jump cases
MultiJump();
}
void APlatformingCharacter::DoJumpEnd()
{
// stop jumping
StopJumping();
}
void APlatformingCharacter::DashMontageEnded(UAnimMontage* Montage, bool bInterrupted)
{
// Avoid resetting the dash if the previous ground dash interrupted the montage.
if (bInterrupted && bIsDashing)
{
return;
}
// end the dash
EndDash();
}
void APlatformingCharacter::EndDash()
{
// restore gravity
GetCharacterMovement()->GravityScale = 2.5f;
// reset the dashing flag
bIsDashing = false;
// are we grounded after the dash?
if (GetCharacterMovement()->IsMovingOnGround())
{
// reset the dash usage flag, since we won't receive a landed event
bHasDashed = false;
// deactivate the jump trails
SetJumpTrailState(false);
}
}
bool APlatformingCharacter::HasDoubleJumped() const
{
return bHasDoubleJumped;
}
bool APlatformingCharacter::HasWallJumped() const
{
return bHasWallJumped;
}
void APlatformingCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// clear the wall jump reset timer
GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer);
}
void APlatformingCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &APlatformingCharacter::DoJumpStart);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlatformingCharacter::DoJumpEnd);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Move);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look);
// Dashing
EnhancedInputComponent->BindAction(DashAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Dash);
}
}
void APlatformingCharacter::Landed(const FHitResult& Hit)
{
Super::Landed(Hit);
// reset the double jump and dash flags
bHasDoubleJumped = false;
bHasDashed = false;
// deactivate the jump trail
SetJumpTrailState(false);
}
void APlatformingCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode /*= 0*/)
{
Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode);
// are we falling?
if (GetCharacterMovement()->MovementMode == EMovementMode::MOVE_Falling)
{
// save the game time when we started falling, so we can check it later for coyote time jumps
LastFallTime = GetWorld()->GetTimeSeconds();
}
}
@@ -0,0 +1,194 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Animation/AnimInstance.h"
#include "PlatformingCharacter.generated.h"
class USpringArmComponent;
class UCameraComponent;
class UInputAction;
struct FInputActionValue;
class UAnimMontage;
/**
* An enhanced Third Person Character with the following functionality:
* - Platforming game character movement physics
* - Press and Hold Jump
* - Double Jump
* - Wall Jump
* - Dash
*/
UCLASS(abstract)
class APlatformingCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
protected:
/** Jump Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* MoveAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* LookAction;
/** Mouse Look Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* MouseLookAction;
/** Dash Input Action */
UPROPERTY(EditAnywhere, Category="Input")
UInputAction* DashAction;
public:
/** Constructor */
APlatformingCharacter();
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
/** Called for dash input */
void Dash();
/** Called for jump pressed to check for advanced multi-jump conditions */
void MultiJump();
/** Resets the wall jump input lock */
void ResetWallJump();
public:
/** Handles move inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoMove(float Right, float Forward);
/** Handles look inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoLook(float Yaw, float Pitch);
/** Handles dash inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoDash();
/** Handles jump pressed inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoJumpStart();
/** Handles jump pressed inputs from either controls or UI interfaces */
UFUNCTION(BlueprintCallable, Category="Input")
virtual void DoJumpEnd();
protected:
/** Called from a delegate when the dash montage ends */
void DashMontageEnded(UAnimMontage* Montage, bool bInterrupted);
/** Passes control to Blueprint to enable or disable jump trails */
UFUNCTION(BlueprintImplementableEvent, Category="Platforming")
void SetJumpTrailState(bool bEnabled);
public:
/** Ends the dash state */
void EndDash();
public:
/** Returns true if the character has just double jumped */
UFUNCTION(BlueprintPure, Category="Platforming")
bool HasDoubleJumped() const;
/** Returns true if the character has just wall jumped */
UFUNCTION(BlueprintPure, Category="Platforming")
bool HasWallJumped() const;
public:
/** EndPlay cleanup */
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
/** Sets up input action bindings */
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
/** Handle landings to reset dash and advanced jump state */
virtual void Landed(const FHitResult& Hit) override;
/** Handle movement mode changes to keep track of coyote time jumps */
virtual void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode = 0) override;
protected:
/** movement state flag bits, packed into a uint8 for memory efficiency */
uint8 bHasWallJumped : 1;
uint8 bHasDoubleJumped : 1;
uint8 bHasDashed : 1;
uint8 bIsDashing : 1;
/** timer for wall jump input reset */
FTimerHandle WallJumpTimer;
/** Dash montage ended delegate */
FOnMontageEnded OnDashMontageEnded;
/** Distance to trace ahead of the character to look for walls to jump from */
UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 1000, Units = "cm"))
float WallJumpTraceDistance = 50.0f;
/** Radius of the wall jump sphere trace check */
UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 100, Units = "cm"))
float WallJumpTraceRadius = 25.0f;
/** Impulse to apply away from the wall when wall jumping */
UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 10000, Units = "cm/s"))
float WallJumpBounceImpulse = 800.0f;
/** Vertical impulse to apply when wall jumping */
UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 10000, Units = "cm/s"))
float WallJumpVerticalImpulse = 900.0f;
/** Time to ignore jump inputs after a wall jump */
UPROPERTY(EditAnywhere, Category="Wall Jump", meta = (ClampMin = 0, ClampMax = 5, Units = "s"))
float DelayBetweenWallJumps = 0.1f;
/** AnimMontage to use for the Dash action */
UPROPERTY(EditAnywhere, Category="Dash")
UAnimMontage* DashMontage;
/** Last recorded time when this character started falling */
float LastFallTime = 0.0f;
/** Max amount of time that can pass since we started falling when we allow a regular jump */
UPROPERTY(EditAnywhere, Category="Coyote Time", meta = (ClampMin = 0, ClampMax = 5, Units = "s"))
float MaxCoyoteTime = 0.16f;
public:
/** Returns CameraBoom subobject **/
FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
/** Returns FollowCamera subobject **/
FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};
@@ -0,0 +1,53 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Variant_Platforming/PlatformingGameMode.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerStart.h"
#include "Engine/World.h"
APlatformingGameMode::APlatformingGameMode()
{
// stub
}
void APlatformingGameMode::BeginPlay()
{
Super::BeginPlay();
// create each additional local player.
// Player 0 will be created automatically as part of regular game init
for (int32 i = 2; i <= NumberOfLocalPlayers; ++i)
{
UGameplayStatics::CreatePlayer(GetWorld(), -1, true);
}
}
AActor* APlatformingGameMode::ChoosePlayerStart_Implementation(AController* Player)
{
// build the current player tag
FName PlayerTag = FName(*FString::Printf(TEXT("Player%d"), CurrentPlayerStartAssignment));
// find all player starts with the matching player tag
TArray<AActor*> PlayerStarts;
UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), APlayerStart::StaticClass(), PlayerTag, PlayerStarts);
// increment the player start assignment index
++CurrentPlayerStartAssignment;
// if no PlayerStarts were found, default to all PlayerStarts instead
if (PlayerStarts.IsEmpty())
{
UGameplayStatics::GetAllActorsOfClass(GetWorld(), APlayerStart::StaticClass(), PlayerStarts);
}
// have we found at least one PlayerStart?
if (!PlayerStarts.IsEmpty())
{
return PlayerStarts[ FMath::RandRange(0, PlayerStarts.Num() - 1) ];
}
// no PlayerStarts in the level
return nullptr;
}
@@ -0,0 +1,38 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "PlatformingGameMode.generated.h"
/**
* Simple GameMode for a third person platforming game
*/
UCLASS()
class APlatformingGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
/** Constructor */
APlatformingGameMode();
protected:
/** Initialization */
virtual void BeginPlay() override;
/** Assigns a PlayerStart to a specific player */
virtual AActor* ChoosePlayerStart_Implementation(AController* Player) override;
protected:
/** Determines how many local players should be spawned on game start */
UPROPERTY(EditDefaultsOnly, Category="Local Multiplayer", meta = (ClampMin = 1, ClampMax = 4))
int32 NumberOfLocalPlayers = 1;
/** Used to assign players to different PlayerStarts in the level */
int32 CurrentPlayerStartAssignment = 0;
};
@@ -0,0 +1,98 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Variant_Platforming/PlatformingPlayerController.h"
#include "EnhancedInputSubsystems.h"
#include "InputMappingContext.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerStart.h"
#include "PlatformingCharacter.h"
#include "Engine/LocalPlayer.h"
#include "Engine/World.h"
#include "Blueprint/UserWidget.h"
#include "Salty.h"
#include "Widgets/Input/SVirtualJoystick.h"
void APlatformingPlayerController::BeginPlay()
{
Super::BeginPlay();
}
void APlatformingPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
// only add IMCs for local player controllers
if (IsLocalPlayerController())
{
// add the input mapping context
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
for (UInputMappingContext* CurrentContext : DefaultMappingContexts)
{
Subsystem->AddMappingContext(CurrentContext, 0);
}
// only add these IMCs if we're not using mobile touch input
if (!ShouldUseTouchControls())
{
for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts)
{
Subsystem->AddMappingContext(CurrentContext, 0);
}
}
}
}
// only spawn touch controls on local player controllers
if (IsLocalPlayerController() && ShouldUseTouchControls())
{
// spawn the mobile controls widget
MobileControlsWidget = CreateWidget<UUserWidget>(this, MobileControlsWidgetClass);
if (MobileControlsWidget)
{
// add the controls to the player screen
MobileControlsWidget->AddToPlayerScreen(0);
} else {
UE_LOG(LogSalty, Error, TEXT("Could not spawn mobile controls widget."));
}
}
}
void APlatformingPlayerController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
// subscribe to the pawn's OnDestroyed delegate
InPawn->OnDestroyed.AddDynamic(this, &APlatformingPlayerController::OnPawnDestroyed);
}
void APlatformingPlayerController::OnPawnDestroyed(AActor* DestroyedActor)
{
// find the player start
TArray<AActor*> ActorList;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), APlayerStart::StaticClass(), ActorList);
if (ActorList.Num() > 0)
{
// spawn a character at the player start
const FTransform SpawnTransform = ActorList[0]->GetActorTransform();
if (APlatformingCharacter* RespawnedCharacter = GetWorld()->SpawnActor<APlatformingCharacter>(CharacterClass, SpawnTransform))
{
// possess the character
Possess(RespawnedCharacter);
}
}
}
bool APlatformingPlayerController::ShouldUseTouchControls() const
{
// are we on a mobile platform? Should we force touch?
return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;
}
@@ -0,0 +1,65 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "PlatformingPlayerController.generated.h"
class UInputMappingContext;
class APlatformingCharacter;
/**
* Simple Player Controller for a third person platforming game
* Manages input mappings
* Respawns the player character at the Player Start when it's destroyed
*/
UCLASS(abstract, Config="Game")
class APlatformingPlayerController : public APlayerController
{
GENERATED_BODY()
protected:
/** Input mapping context for this player */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> DefaultMappingContexts;
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> MobileExcludedMappingContexts;
/** Mobile controls widget to spawn */
UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
TSubclassOf<UUserWidget> MobileControlsWidgetClass;
/** Pointer to the mobile controls widget */
UPROPERTY()
TObjectPtr<UUserWidget> MobileControlsWidget;
/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
bool bForceTouchControls = false;
/** Character class to respawn when the possessed pawn is destroyed */
UPROPERTY(EditAnywhere, Category="Respawn")
TSubclassOf<APlatformingCharacter> CharacterClass;
protected:
/** Gameplay initialization */
virtual void BeginPlay() override;
/** Initialize input bindings */
virtual void SetupInputComponent() override;
/** Pawn initialization */
virtual void OnPossess(APawn* InPawn) override;
/** Called if the possessed pawn is destroyed */
UFUNCTION()
void OnPawnDestroyed(AActor* DestroyedActor);
/** Returns true if the player should use UMG touch controls */
bool ShouldUseTouchControls() const;
};