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
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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 "Camera/PlayerCameraManager.h"
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#include "SideScrollingCameraManager.generated.h"
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/**
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* Simple side scrolling camera with smooth scrolling and horizontal bounds
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*/
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UCLASS()
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class ASideScrollingCameraManager : public APlayerCameraManager
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{
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GENERATED_BODY()
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public:
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/** Overrides the default camera view target calculation */
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virtual void UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime) override;
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public:
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/** How close we want to stay to the view target */
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UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=0, ClampMax=10000, Units="cm"))
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float CurrentZoom = 1000.0f;
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/** How far above the target do we want the camera to focus */
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UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=0, ClampMax=10000, Units="cm"))
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float CameraZOffset = 100.0f;
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/** Minimum camera scrolling bounds in world space */
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UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=-100000, ClampMax=100000, Units="cm"))
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float CameraXMinBounds = -400.0f;
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/** Maximum camera scrolling bounds in world space */
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UPROPERTY(EditAnywhere, Category="Side Scrolling Camera", meta=(ClampMin=-100000, ClampMax=100000, Units="cm"))
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float CameraXMaxBounds = 10000.0f;
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protected:
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/** Last cached camera vertical location. The camera only adjusts its height if necessary. */
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float CurrentZ = 0.0f;
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/** First-time update camera setup flag */
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bool bSetup = true;
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};
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