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 +1,350 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "SideScrollingCharacter.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Components/CapsuleComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/InputComponent.h"
#include "InputActionValue.h"
#include "EnhancedInputComponent.h"
#include "InputAction.h"
#include "Engine/World.h"
#include "SideScrollingInteractable.h"
#include "Kismet/KismetMathLibrary.h"
#include "TimerManager.h"
ASideScrollingCharacter::ASideScrollingCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// create the camera component
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(RootComponent);
Camera->SetRelativeLocationAndRotation(FVector(0.0f, 300.0f, 0.0f), FRotator(0.0f, -90.0f, 0.0f));
// configure the collision capsule
GetCapsuleComponent()->SetCapsuleSize(35.0f, 90.0f);
// configure the Pawn properties
bUseControllerRotationYaw = false;
// configure the character movement component
GetCharacterMovement()->GravityScale = 1.75f;
GetCharacterMovement()->MaxAcceleration = 1500.0f;
GetCharacterMovement()->BrakingFrictionFactor = 1.0f;
GetCharacterMovement()->bUseSeparateBrakingFriction = true;
GetCharacterMovement()->Mass = 500.0f;
GetCharacterMovement()->SetWalkableFloorAngle(75.0f);
GetCharacterMovement()->MaxWalkSpeed = 500.0f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.0f;
GetCharacterMovement()->bIgnoreBaseRotation = true;
GetCharacterMovement()->PerchRadiusThreshold = 15.0f;
GetCharacterMovement()->LedgeCheckThreshold = 6.0f;
GetCharacterMovement()->JumpZVelocity = 750.0f;
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 750.0f, 0.0f);
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->SetPlaneConstraintNormal(FVector(0.0f, 1.0f, 0.0f));
GetCharacterMovement()->bConstrainToPlane = true;
// enable double jump and coyote time
JumpMaxCount = 3;
}
void ASideScrollingCharacter::EndPlay(EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// clear the wall jump timer
GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer);
}
void ASideScrollingCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ASideScrollingCharacter::DoJumpStart);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DoJumpEnd);
// Interacting
EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::DoInteract);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Move);
// Dropping from platform
EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Triggered, this, &ASideScrollingCharacter::Drop);
EnhancedInputComponent->BindAction(DropAction, ETriggerEvent::Completed, this, &ASideScrollingCharacter::DropReleased);
}
}
void ASideScrollingCharacter::NotifyHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
{
Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
// only apply push impulse if we're falling
if (!GetCharacterMovement()->IsFalling())
{
return;
}
// ensure the colliding component is valid
if (OtherComp)
{
// ensure the component is movable and simulating physics
if (OtherComp->Mobility == EComponentMobility::Movable && OtherComp->IsSimulatingPhysics())
{
const FVector PushDir = FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f);
// push the component away
OtherComp->AddImpulse(PushDir * JumpPushImpulse, NAME_None, true);
}
}
}
void ASideScrollingCharacter::Landed(const FHitResult& Hit)
{
// reset the double jump
bHasDoubleJumped = false;
}
void ASideScrollingCharacter::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();
}
}
void ASideScrollingCharacter::Move(const FInputActionValue& Value)
{
FVector2D MoveVector = Value.Get<FVector2D>();
// route the input
DoMove(MoveVector.Y);
}
void ASideScrollingCharacter::Drop(const FInputActionValue& Value)
{
// route the input
DoDrop(Value.Get<float>());
}
void ASideScrollingCharacter::DropReleased(const FInputActionValue& Value)
{
// reset the input
DoDrop(0.0f);
}
void ASideScrollingCharacter::DoMove(float Forward)
{
// is movement temporarily disabled after wall jumping?
if (!bHasWallJumped)
{
// save the movement values
ActionValueY = Forward;
// figure out the movement direction
const FVector MoveDir = FVector(1.0f, Forward > 0.0f ? 0.1f : -0.1f, 0.0f);
// apply the movement input
AddMovementInput(MoveDir, Forward);
}
}
void ASideScrollingCharacter::DoDrop(float Value)
{
// save the movement value
DropValue = Value;
}
void ASideScrollingCharacter::DoJumpStart()
{
// handle advanced jump behaviors
MultiJump();
}
void ASideScrollingCharacter::DoJumpEnd()
{
StopJumping();
}
void ASideScrollingCharacter::DoInteract()
{
// do a sphere trace to look for interactive objects
FHitResult OutHit;
const FVector Start = GetActorLocation();
const FVector End = Start + FVector(100.0f, 0.0f, 0.0f);
FCollisionShape ColSphere;
ColSphere.SetSphere(InteractionRadius);
FCollisionObjectQueryParams ObjectParams;
ObjectParams.AddObjectTypesToQuery(ECC_Pawn);
ObjectParams.AddObjectTypesToQuery(ECC_WorldDynamic);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepSingleByObjectType(OutHit, Start, End, FQuat::Identity, ObjectParams, ColSphere, QueryParams))
{
// have we hit an interactable?
if (ISideScrollingInteractable* Interactable = Cast<ISideScrollingInteractable>(OutHit.GetActor()))
{
// interact
Interactable->Interaction(this);
}
}
}
void ASideScrollingCharacter::MultiJump()
{
// does the user want to drop to a lower platform?
if (DropValue > 0.0f)
{
CheckForSoftCollision();
return;
}
// reset the drop value
DropValue = 0.0f;
// if we're grounded, disregard advanced jump logic
if (!GetCharacterMovement()->IsFalling())
{
Jump();
return;
}
// if we have a horizontal input, try for wall jump first
if (!bHasWallJumped && !FMath::IsNearlyZero(ActionValueY))
{
// trace ahead of the character for walls
FHitResult OutHit;
const FVector Start = GetActorLocation();
const FVector End = Start + (FVector(ActionValueY > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f) * WallJumpTraceDistance);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByChannel(OutHit, Start, End, ECC_Visibility, QueryParams);
if (OutHit.bBlockingHit)
{
// rotate to the bounce direction
const FRotator BounceRot = UKismetMathLibrary::MakeRotFromX(OutHit.ImpactNormal);
SetActorRotation(FRotator(0.0f, BounceRot.Yaw, 0.0f));
// calculate the impulse vector
FVector WallJumpImpulse = OutHit.ImpactNormal * WallJumpHorizontalImpulse;
WallJumpImpulse.Z = GetCharacterMovement()->JumpZVelocity * WallJumpVerticalMultiplier;
// launch the character away from the wall
LaunchCharacter(WallJumpImpulse, true, true);
// enable wall jump lockout for a bit
bHasWallJumped = true;
// schedule wall jump lockout reset
GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &ASideScrollingCharacter::ResetWallJump, DelayBetweenWallJumps, false);
return;
}
}
// test for double jump only if we haven't already tested for wall jump
if (!bHasWallJumped)
{
// 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();
// no coyote time jump
} else {
// The movement component handles double jump but we still need to manage the flag for animation
if (!bHasDoubleJumped)
{
// raise the double jump flag
bHasDoubleJumped = true;
// let the CMC handle jump
Jump();
}
}
}
}
void ASideScrollingCharacter::CheckForSoftCollision()
{
// reset the drop value
DropValue = 0.0f;
// trace down
FHitResult OutHit;
const FVector Start = GetActorLocation();
const FVector End = Start + (FVector::DownVector * SoftCollisionTraceDistance);
FCollisionObjectQueryParams ObjectParams;
ObjectParams.AddObjectTypesToQuery(SoftCollisionObjectType);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
GetWorld()->LineTraceSingleByObjectType(OutHit, Start, End, ObjectParams, QueryParams);
// did we hit a soft floor?
if (OutHit.GetActor())
{
// drop through the floor
SetSoftCollision(true);
}
}
void ASideScrollingCharacter::ResetWallJump()
{
// reset the wall jump flag
bHasWallJumped = false;
}
void ASideScrollingCharacter::SetSoftCollision(bool bEnabled)
{
// enable or disable collision response to the soft collision channel
GetCapsuleComponent()->SetCollisionResponseToChannel(SoftCollisionObjectType, bEnabled ? ECR_Ignore : ECR_Block);
}
bool ASideScrollingCharacter::HasDoubleJumped() const
{
return bHasDoubleJumped;
}
bool ASideScrollingCharacter::HasWallJumped() const
{
return bHasWallJumped;
}