Files
Rainer LeitandClaude Fable 5.1 4f2c55cd2a 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>
2026-09-16 20:10:43 +03:00

77 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "CombatPlayerController.generated.h"
class UInputMappingContext;
class ACombatCharacter;
/**
* Simple Player Controller for a third person combat game
* Manages input mappings
* Respawns the player character at the checkpoint when it's destroyed
*/
UCLASS(abstract, Config="Game")
class ACombatPlayerController : public APlayerController
{
GENERATED_BODY()
protected:
/** Input mapping context for this player */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> DefaultMappingContexts;
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> MobileExcludedMappingContexts;
/** Mobile controls widget to spawn */
UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
TSubclassOf<UUserWidget> MobileControlsWidgetClass;
/** Pointer to the mobile controls widget */
UPROPERTY()
TObjectPtr<UUserWidget> MobileControlsWidget;
/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
bool bForceTouchControls = false;
/** Character class to respawn when the possessed pawn is destroyed */
UPROPERTY(EditAnywhere, Category="Respawn")
TSubclassOf<ACombatCharacter> CharacterClass;
/** Transform to respawn the character at. Can be set to create checkpoints */
FTransform RespawnTransform;
protected:
/** Gameplay initialization */
virtual void BeginPlay() override;
/** Initialize input bindings */
virtual void SetupInputComponent() override;
/** Pawn initialization */
virtual void OnPossess(APawn* InPawn) override;
public:
/** Updates the character respawn transform */
void SetRespawnTransform(const FTransform& NewRespawn);
protected:
/** Called if the possessed pawn is destroyed */
UFUNCTION()
void OnPawnDestroyed(AActor* DestroyedActor);
/** Returns true if the player should use UMG touch controls */
bool ShouldUseTouchControls() const;
};