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

60 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SideScrollingSoftPlatform.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/BoxComponent.h"
#include "SideScrollingCharacter.h"
ASideScrollingSoftPlatform::ASideScrollingSoftPlatform()
{
PrimaryActorTick.bCanEverTick = true;
// create the root component
RootComponent = Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
// create the mesh
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
Mesh->SetupAttachment(Root);
Mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
Mesh->SetCollisionObjectType(ECC_WorldStatic);
Mesh->SetCollisionResponseToAllChannels(ECR_Block);
// create the collision check box
CollisionCheckBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Collision Check Box"));
CollisionCheckBox->SetupAttachment(Mesh);
CollisionCheckBox->SetRelativeLocation(FVector(0.0f, 0.0f, -40.0f));
CollisionCheckBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
CollisionCheckBox->SetCollisionObjectType(ECC_WorldDynamic);
CollisionCheckBox->SetCollisionResponseToAllChannels(ECR_Ignore);
CollisionCheckBox->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
// subscribe to the overlap events
CollisionCheckBox->OnComponentBeginOverlap.AddDynamic(this, &ASideScrollingSoftPlatform::OnSoftCollisionOverlap);
}
void ASideScrollingSoftPlatform::OnSoftCollisionOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
// have we overlapped a character?
if (ASideScrollingCharacter* Char = Cast<ASideScrollingCharacter>(OtherActor))
{
// disable the soft collision channel
Char->SetSoftCollision(true);
}
}
void ASideScrollingSoftPlatform::NotifyActorEndOverlap(AActor* OtherActor)
{
Super::NotifyActorEndOverlap(OtherActor);
// have we overlapped a character?
if (ASideScrollingCharacter* Char = Cast<ASideScrollingCharacter>(OtherActor))
{
// enable the soft collision channel
Char->SetSoftCollision(false);
}
}