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

64 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CombatDamageable.h"
#include "CombatDummy.generated.h"
class UStaticMeshComponent;
class UPhysicsConstraintComponent;
/**
* A simple invincible combat training dummy
*/
UCLASS(abstract)
class ACombatDummy : public AActor, public ICombatDamageable
{
GENERATED_BODY()
/** Root component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
USceneComponent* Root;
/** Static base plate */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* BasePlate;
/** Physics enabled dummy mesh */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* Dummy;
/** Physics constraint holding the dummy and base plate together */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UPhysicsConstraintComponent* PhysicsConstraint;
public:
/** Constructor */
ACombatDummy();
// ~Begin CombatDamageable interface
/** Handles damage and knockback events */
virtual void ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse) override;
/** Handles death events */
virtual void HandleDeath() override;
/** Handles healing events */
virtual void ApplyHealing(float Healing, AActor* Healer) override;
/** Allows reaction to incoming attacks */
virtual void NotifyDanger(const FVector& DangerLocation, AActor* DangerSource) override;
// ~End CombatDamageable interface
protected:
/** Blueprint handle to apply damage effects */
UFUNCTION(BlueprintImplementableEvent, Category="Combat", meta = (DisplayName = "On Dummy Damaged"))
void BP_OnDummyDamaged(const FVector& Location, const FVector& Direction);
};