Files
UnrealPrototyping/CLAUDE.md
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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

125 lines
9.1 KiB
Markdown

# Unreal prototype
An Unreal Engine 5 project, C++ first, that builds and proves three things in order: a movement controller,
fighting, and crafting. **Engine: Unreal Engine 5.8, launcher build at `D:\UE_5.8` (D-39). Project: `Salty`
(D-40).** Where an older doc says `<Project>`, read `Salty`.
## Before you start
Read [`Docs/Spec/README.md`](Docs/Spec/README.md) (the notation and the twelve cross-cutting rules) and
[`Docs/Spec/Architecture.md`](Docs/Spec/Architecture.md) before writing or changing any code. Nearly every wiring
decision follows from them.
For *what* to build next, read [`Docs/Steps.md`](Docs/Steps.md). It is a ladder, not a roadmap: each rung says
what exists afterwards, links the spec sections that define it, and states the proof that closes it. The spec
docs under `Docs/Spec/` are the specification; each is C++-shaped pseudocode plus the reasoning, and the
pseudocode is meant to be implemented rather than admired. If a step and its spec disagree, the spec wins and the
step is corrected.
The human summary is [`Docs/Design.md`](Docs/Design.md). Ideas from the two earlier projects that are not built
are in [`Docs/Ideas.md`](Docs/Ideas.md); do not build one inside a step about something else.
## Where the project actually is
Step 1 is built (see `Docs/Worklog.md`): `Salty.uproject` at the root, the `SaltyCore` and `Salty` modules, the
placeholder test, the tag namespaces, LFS, the scripts and `L_Gym`. It was created from the engine's Third Person
template; the plain template classes are `ATemplate*` and are the placeholder body until step 3. The template's
`Variant_*` folders under `Source/Salty/` and `Content/` are reference only (D-41): do not add code there, do not
depend on them. Four Fab asset packs sit in `Content/` (`HouseForge_01`, `Medieval_Weapons`, `Elite_RockyMeadows`,
`RPGEnvironmentVFX`); none is referenced yet, and a pack is used only when a step's spec names the asset.
Next: step 2, the telemetry seam. Update this section when a step closes: what exists, what the next step is.
## Layout
The `.uproject` sits at the repository root, which is what the `.gitignore` assumes.
| Path | What it is |
| --- | --- |
| `Salty.uproject`, `Source/Salty.Target.cs`, `SaltyEditor.Target.cs`, `SaltyServer.Target.cs` | The project and its three build targets. The server target needs a source-built engine (OD-04) |
| `Source/SaltyCore/` | Rules, data types, tags, the telemetry contract. Knows no `AActor`. Tests in `Tests/` |
| `Source/Salty/` | Gameplay: `Core/`, `Stats/`, `Movement/`, `Interaction/`, `Combat/`, `Crafting/`, `UI/`, one folder per feature. `Variant_*` is template reference (D-41) |
| `Content/<Feature>/` | Assets per feature: `Definitions/` for data assets, Blueprints, meshes, montages |
| `Content/Maps/L_Gym` | The movement test level, authored by `Scripts/Authoring/create_gym.py`. Never leaves the project |
| `Content/Tests/` | Functional test maps |
| `Config/Tags/<Feature>.ini` | Gameplay tag source of truth, one file per top-level namespace |
| `Scripts/` | `run-tests.sh`, `build.sh`, and `Authoring/` for editor Python scripts. Run by hand; there is no CI. `UE_ROOT` overrides the engine path |
| `Docs/` | The documentation set. Update it when you change how something works |
| `Docs/Worklog.md` | One terse line per step closed or wall hit |
Module dependency is one way: `Salty` depends on `SaltyCore`, never the reverse. If the core module seems
to need an actor, the thing it needs is data.
## Conventions
- **The server decides.** Every mutation is a `Server*` path that validates its instigator and re-checks its
preconditions, even in standalone play. The client predicts its own movement and its own animation, nothing
else. Never write a listen-server assumption or an "is this the host" branch.
- **Rules are pure C++ in the core module; actors and components adapt them.** A preview and the real thing call
the same function. Every pure rule has automation tests, one per rejection reason.
- **One funnel per consequence.** All damage through `UDamageExecution`; all interactions through
`UInteractionSubsystem`; all activity quality through `FActivityResult`. Do not add a second path.
- **One stat block; everything is an effect on it.** Every body has `UStatBlockAttributeSet`; every buff,
debuff, surface, weight, gear and base value is a gameplay effect applied through `ApplyStatus` or
`ApplyDefaults`. Never add a multiplier, a modifier list or a status timer to a component. Counters are
`Immune.*` tags and resist attributes on the receiver. See `Docs/Spec/Stats.md`.
- **Content is data.** `UPrimaryDataAsset` subclasses, addressed by gameplay tag or primary asset id, art through
soft references. No string ids. If a variant needs code, the model is wrong.
- **Gameplay Tags are the vocabulary.** Defined in `Config/Tags/`; tags code references are declared natively
with `UE_DECLARE_GAMEPLAY_TAG_EXTERN` / `UE_DEFINE_GAMEPLAY_TAG`. No string literal tag at a call site.
- **C++ owns rules, replicated properties and RPCs. Blueprints own composition, tuning and cosmetics.** A
Blueprint is a child of a C++ class that sets assets and numbers and wires `*_Cosmetic` hooks.
- **Lifetimes are the engine's.** Game-instance subsystems for the application, world subsystems for a map,
the player state for a player across bodies, the pawn for a body. Nothing about a player that would matter
tomorrow lives on the character actor.
- **No world searches in gameplay code.** No `GetAllActorsOfClass`, no static gameplay singletons. Subsystems are
the registries; actors register in `BeginPlay` and unregister in `EndPlay`.
- **Every rejection carries a reason tag** a player can read. **Nothing is destroyed silently.**
- **Emit telemetry through `UTelemetrySubsystem` with names from `TelemetryEvents`**, never a literal, never a
static helper. Every feature emits; the catalogue in `Docs/Spec/Telemetry.md` and the feature spec agree.
- **Naming is Unreal's:** `A`/`U`/`F`/`E`/`I` prefixes, no project prefix on classes, `PascalCase` members, asset
prefixes `BP_ DA_ DT_ IA_ IMC_ GA_ GE_ GC_ ABP_ AM_ SK_ SM_ M_ MI_ WBP_ T_ L_`. Placeholders carry `_Proto`.
- **Units are centimetres and seconds.** `FText` for anything a player reads. `TObjectPtr` for object properties.
- **The design word "material" is "substance"** in code and docs. `UMaterial` is the engine's.
- Do not add an interface, a module or an abstraction for one implementation with no test double. The two source
projects were each trimmed of speculative abstraction once already; the interfaces that exist here are the ones
with several implementations named in the specs.
## Commands
```bash
Scripts/run-tests.sh # headless: UnrealEditor-Cmd Salty.uproject -ExecCmds="Automation RunTests Salty; Quit" -unattended -nopause -NullRHI
Scripts/run-tests.sh Core # a filter: Salty.Core.*
Scripts/build.sh Win64 Development # UAT BuildCookRun for the game target; add -server for the server target once the engine is a source build
D:/UE_5.8/Engine/Build/BatchFiles/Build.bat SaltyEditor Win64 Development -Project="<abs>\Salty.uproject" -WaitMutex # compile the editor from a shell
UnrealEditor-Cmd.exe Salty.uproject -run=pythonscript -script=Scripts/Authoring/create_gym.py # rerun an authoring script
```
There is no CI, deliberately, and there will not be until there is a reason. Run the tests yourself before saying
a step is done. Every replicated step is also played in the editor with two clients, "Run Dedicated Server" on, and
network emulation at 100 ms and 5 % loss with `p.NetShowCorrections 1`.
## Working with the editor
- Prefer editing C++ and `.ini` files directly. Blueprints and maps are binary; keep them thin and keep logic out
of them so a diff can be reviewed.
- Batch authoring (a folder of definition assets, a greybox level from a table) goes through the editor's Python
API in `Scripts/Authoring/`, idempotent, kept so it can be rerun. Do not hand-edit `.uasset` files.
- Blueprint-side wiring an authoring script cannot express is done once in the editor and recorded in the step's
worklog line so it can be redone.
- Watch for the compile trap: a C++ error that stops the editor launching is fixed in the files, with the build
output, not by guessing. The editor's Live Coding is fine for iteration and unreliable for header changes; a
header change means a full rebuild.
- Every `.uasset` and `.umap` goes through Git LFS; `.gitattributes` is created in step 1. Run `git lfs install`
once per machine. Never commit `Saved/`, `Intermediate/`, `DerivedDataCache/` or `Binaries/`; the `.gitignore`
covers them.
## Documentation upkeep
- A step that lands updates: its status in `Docs/Steps.md`; a **What was built, and where it differs** section at
the end of the spec it built from; a line in `Docs/Worklog.md`; a line in `Docs/Decisions.md` if a decision was
taken; and the "Where the project actually is" section above.
- A design change that contradicts a decision names the decision it supersedes in the log. Never delete a log
line.
- Do not turn `Docs/Steps.md` into a roadmap. Detail the next step when the current one closes, not before.