Files
Rainer LeitandClaude Fable 5.1 3e52d26fb7 Step 2: the telemetry seam
ITelemetrySink with the null, log and JSON Lines sinks, FTelemetryEvent and the envelope, TelemetryEvents,
UTelemetrySubsystem on the game instance, ASaltyGameMode minting the session id into the replicated
ASaltyGameState, bs.TelemetryTest, the git hash in the build string (D-42) and four Salty.Core.Telemetry tests
replacing the placeholder. Proved standalone and with a headless server plus client sharing one session id.

Also enables the engine's Editor, AutomationTest, GameplayTags, ConfigSettings and LiveCoding MCP toolsets
(D-43) so the editor's MCP server exposes more than the skills toolset.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 20:22:20 +03:00

20 lines
528 B
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "SaltyGameMode.generated.h"
// The server's game mode. Exists only on the server, which makes it the one place a session is minted. Step 3
// adds login and spawning; until then the template's Blueprint game mode derives from it through
// ATemplateGameMode and inherits the session.
UCLASS()
class SALTY_API ASaltyGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
ASaltyGameMode();
virtual void InitGameState() override;
};