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
0e61a77346
commit
4f2c55cd2a
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Variant_Platforming/PlatformingPlayerController.h"
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#include "EnhancedInputSubsystems.h"
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#include "InputMappingContext.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/PlayerStart.h"
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#include "PlatformingCharacter.h"
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#include "Engine/LocalPlayer.h"
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#include "Engine/World.h"
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#include "Blueprint/UserWidget.h"
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#include "Salty.h"
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#include "Widgets/Input/SVirtualJoystick.h"
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void APlatformingPlayerController::BeginPlay()
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{
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Super::BeginPlay();
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}
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void APlatformingPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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// only add IMCs for local player controllers
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if (IsLocalPlayerController())
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{
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// add the input mapping context
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
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{
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for (UInputMappingContext* CurrentContext : DefaultMappingContexts)
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{
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Subsystem->AddMappingContext(CurrentContext, 0);
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}
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// only add these IMCs if we're not using mobile touch input
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if (!ShouldUseTouchControls())
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{
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for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts)
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{
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Subsystem->AddMappingContext(CurrentContext, 0);
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}
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}
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}
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}
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// only spawn touch controls on local player controllers
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if (IsLocalPlayerController() && ShouldUseTouchControls())
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{
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// spawn the mobile controls widget
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MobileControlsWidget = CreateWidget<UUserWidget>(this, MobileControlsWidgetClass);
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if (MobileControlsWidget)
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{
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// add the controls to the player screen
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MobileControlsWidget->AddToPlayerScreen(0);
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} else {
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UE_LOG(LogSalty, Error, TEXT("Could not spawn mobile controls widget."));
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}
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}
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}
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void APlatformingPlayerController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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// subscribe to the pawn's OnDestroyed delegate
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InPawn->OnDestroyed.AddDynamic(this, &APlatformingPlayerController::OnPawnDestroyed);
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}
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void APlatformingPlayerController::OnPawnDestroyed(AActor* DestroyedActor)
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{
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// find the player start
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TArray<AActor*> ActorList;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APlayerStart::StaticClass(), ActorList);
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if (ActorList.Num() > 0)
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{
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// spawn a character at the player start
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const FTransform SpawnTransform = ActorList[0]->GetActorTransform();
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if (APlatformingCharacter* RespawnedCharacter = GetWorld()->SpawnActor<APlatformingCharacter>(CharacterClass, SpawnTransform))
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{
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// possess the character
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Possess(RespawnedCharacter);
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}
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}
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}
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bool APlatformingPlayerController::ShouldUseTouchControls() const
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{
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// are we on a mobile platform? Should we force touch?
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return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;
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}
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