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 +1,59 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "SideScrollingStateTreeUtility.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeExecutionTypes.h"
#include "AIController.h"
#include "Kismet/GameplayStatics.h"
EStateTreeRunStatus FStateTreeGetPlayerTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
// get the instance data
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
// reset the selected target
APawn* SelectedTarget = nullptr;
float ClosestDistance = 1000000000000000000.0f;
// iterate through each local player
const int32 NumPlayers = UGameplayStatics::GetNumLocalPlayerControllers(InstanceData.Controller.Get());
for (int32 i = 0; i < NumPlayers; ++i)
{
if (APawn* Current = UGameplayStatics::GetPlayerPawn(InstanceData.Controller.Get(), i))
{
// compute the distance to the target
const float TargetDist = (Current->GetActorLocation() - InstanceData.NPC->GetActorLocation()).Size();
// if we haven't selected a target, or this one is closer to the current one, choose this pawn as target
if (!SelectedTarget || TargetDist < ClosestDistance)
{
SelectedTarget = Current;
ClosestDistance = TargetDist;
}
}
}
// set the selected target, assume out of range by default
InstanceData.TargetPlayer = SelectedTarget;
InstanceData.bValidTarget = false;
if (SelectedTarget)
{
// consider this a valid target if it's within range
const float TargetDist = (SelectedTarget->GetActorLocation() - InstanceData.NPC->GetActorLocation()).Size();
InstanceData.bValidTarget = TargetDist < InstanceData.RangeMax;
}
// succeed or fail depending on target validity
return InstanceData.bValidTarget ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
#if WITH_EDITOR
FText FStateTreeGetPlayerTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
return FText::FromString("<b>Get Player</b>");
}
#endif // WITH_EDITOR