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

374 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PlatformingCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Engine/World.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "TimerManager.h"
#include "Engine/LocalPlayer.h"
APlatformingCharacter::APlatformingCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// initialize the flags
bHasWallJumped = false;
bHasDoubleJumped = false;
bHasDashed = false;
bIsDashing = false;
// bind the dash montage ended delegate
OnDashMontageEnded.BindUObject(this, &APlatformingCharacter::DashMontageEnded);
// enable press and hold jump
JumpMaxHoldTime = 0.4f;
// set the jump max count to 3 so we can double jump and check for coyote time jumps
JumpMaxCount = 3;
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
// don't rotate the mesh when the controller rotates
bUseControllerRotationYaw = false;
// Configure character movement
GetCharacterMovement()->GravityScale = 2.5f;
GetCharacterMovement()->MaxAcceleration = 1500.0f;
GetCharacterMovement()->BrakingFrictionFactor = 1.0f;
GetCharacterMovement()->bUseSeparateBrakingFriction = true;
GetCharacterMovement()->GroundFriction = 4.0f;
GetCharacterMovement()->MaxWalkSpeed = 750.0f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.0f;
GetCharacterMovement()->BrakingDecelerationWalking = 2500.0f;
GetCharacterMovement()->PerchRadiusThreshold = 15.0f;
GetCharacterMovement()->JumpZVelocity = 350.0f;
GetCharacterMovement()->BrakingDecelerationFalling = 750.0f;
GetCharacterMovement()->AirControl = 1.0f;
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->NavAgentProps.AgentRadius = 42.0;
GetCharacterMovement()->NavAgentProps.AgentHeight = 192.0;
// create the camera boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f;
CameraBoom->bUsePawnControlRotation = true;
CameraBoom->bEnableCameraLag = true;
CameraBoom->CameraLagSpeed = 8.0f;
CameraBoom->bEnableCameraRotationLag = true;
CameraBoom->CameraRotationLagSpeed = 8.0f;
// create the orbiting camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
}
void APlatformingCharacter::Move(const FInputActionValue& Value)
{
FVector2D MovementVector = Value.Get<FVector2D>();
// route the input
DoMove(MovementVector.X, MovementVector.Y);
}
void APlatformingCharacter::Look(const FInputActionValue& Value)
{
FVector2D LookAxisVector = Value.Get<FVector2D>();
// route the input
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void APlatformingCharacter::Dash()
{
// route the input
DoDash();
}
void APlatformingCharacter::MultiJump()
{
// ignore jumps while dashing
if(bIsDashing)
return;
// are we already in the air?
if (GetCharacterMovement()->IsFalling())
{
// have we already wall jumped?
if (!bHasWallJumped)
{
// run a sphere sweep to check if we're in front of a wall
FHitResult OutHit;
const FVector TraceStart = GetActorLocation();
const FVector TraceEnd = TraceStart + (GetActorForwardVector() * WallJumpTraceDistance);
const FCollisionShape TraceShape = FCollisionShape::MakeSphere(WallJumpTraceRadius);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepSingleByChannel(OutHit, TraceStart, TraceEnd, FQuat(), ECollisionChannel::ECC_Visibility, TraceShape, QueryParams))
{
// rotate the character to face away from the wall, so we're correctly oriented for the next wall jump
FRotator WallOrientation = OutHit.ImpactNormal.ToOrientationRotator();
WallOrientation.Pitch = 0.0f;
WallOrientation.Roll = 0.0f;
SetActorRotation(WallOrientation);
// apply a launch impulse to the character to perform the actual wall jump
const FVector WallJumpImpulse = (OutHit.ImpactNormal * WallJumpBounceImpulse) + (FVector::UpVector * WallJumpVerticalImpulse);
LaunchCharacter(WallJumpImpulse, true, true);
// enable the jump trail
SetJumpTrailState(true);
// raise the wall jump flag to prevent an immediate second wall jump
bHasWallJumped = true;
GetWorld()->GetTimerManager().SetTimer(WallJumpTimer, this, &APlatformingCharacter::ResetWallJump, DelayBetweenWallJumps, false);
}
// no wall jump, try a double jump next
else
{
// 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();
// enable the jump trail
SetJumpTrailState(true);
// no coyote time jump
} else {
// only double jump once while we're in the air
if (!bHasDoubleJumped)
{
bHasDoubleJumped = true;
// use the built-in CMC functionality to do the double jump
Jump();
// enable the jump trail
SetJumpTrailState(true);
}
}
}
}
}
else
{
// we're grounded so just do a regular jump
Jump();
// activate the jump trail
SetJumpTrailState(true);
}
}
void APlatformingCharacter::ResetWallJump()
{
// reset the wall jump input lock
bHasWallJumped = false;
}
void APlatformingCharacter::DoMove(float Right, float Forward)
{
if (GetController() != nullptr)
{
// momentarily disable movement inputs if we've just wall jumped
if (!bHasWallJumped)
{
// find out which way is forward
const FRotator Rotation = GetController()->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, Forward);
AddMovementInput(RightDirection, Right);
}
}
}
void APlatformingCharacter::DoLook(float Yaw, float Pitch)
{
if (GetController() != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void APlatformingCharacter::DoDash()
{
// ignore the input if we've already dashed and have yet to reset
if (bHasDashed)
return;
// raise the dash flags
bIsDashing = true;
bHasDashed = true;
// disable gravity while dashing
GetCharacterMovement()->GravityScale = 0.0f;
// reset the character velocity so we don't carry momentum into the dash
GetCharacterMovement()->Velocity = FVector::ZeroVector;
// enable the jump trails
SetJumpTrailState(true);
// play the dash montage
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
const float MontageLength = AnimInstance->Montage_Play(DashMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true);
// has the montage played successfully?
if (MontageLength > 0.0f)
{
AnimInstance->Montage_SetEndDelegate(OnDashMontageEnded, DashMontage);
}
}
}
void APlatformingCharacter::DoJumpStart()
{
// handle special jump cases
MultiJump();
}
void APlatformingCharacter::DoJumpEnd()
{
// stop jumping
StopJumping();
}
void APlatformingCharacter::DashMontageEnded(UAnimMontage* Montage, bool bInterrupted)
{
// Avoid resetting the dash if the previous ground dash interrupted the montage.
if (bInterrupted && bIsDashing)
{
return;
}
// end the dash
EndDash();
}
void APlatformingCharacter::EndDash()
{
// restore gravity
GetCharacterMovement()->GravityScale = 2.5f;
// reset the dashing flag
bIsDashing = false;
// are we grounded after the dash?
if (GetCharacterMovement()->IsMovingOnGround())
{
// reset the dash usage flag, since we won't receive a landed event
bHasDashed = false;
// deactivate the jump trails
SetJumpTrailState(false);
}
}
bool APlatformingCharacter::HasDoubleJumped() const
{
return bHasDoubleJumped;
}
bool APlatformingCharacter::HasWallJumped() const
{
return bHasWallJumped;
}
void APlatformingCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// clear the wall jump reset timer
GetWorld()->GetTimerManager().ClearTimer(WallJumpTimer);
}
void APlatformingCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &APlatformingCharacter::DoJumpStart);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &APlatformingCharacter::DoJumpEnd);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Move);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Look);
// Dashing
EnhancedInputComponent->BindAction(DashAction, ETriggerEvent::Triggered, this, &APlatformingCharacter::Dash);
}
}
void APlatformingCharacter::Landed(const FHitResult& Hit)
{
Super::Landed(Hit);
// reset the double jump and dash flags
bHasDoubleJumped = false;
bHasDashed = false;
// deactivate the jump trail
SetJumpTrailState(false);
}
void APlatformingCharacter::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();
}
}