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>
39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatCheckpointVolume.h"
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#include "CombatCharacter.h"
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#include "CombatPlayerController.h"
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ACombatCheckpointVolume::ACombatCheckpointVolume()
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{
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// create the box volume
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RootComponent = Box = CreateDefaultSubobject<UBoxComponent>(TEXT("Box"));
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check(Box);
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// set the box's extent
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Box->SetBoxExtent(FVector(500.0f, 500.0f, 500.0f));
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// set the default collision profile to overlap all dynamic
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Box->SetCollisionProfileName(FName("OverlapAllDynamic"));
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// bind the begin overlap
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Box->OnComponentBeginOverlap.AddDynamic(this, &ACombatCheckpointVolume::OnOverlap);
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}
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void ACombatCheckpointVolume::OnOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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// has the player entered this volume?
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ACombatCharacter* PlayerCharacter = Cast<ACombatCharacter>(OtherActor);
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if (PlayerCharacter)
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{
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if (ACombatPlayerController* PC = Cast<ACombatPlayerController>(PlayerCharacter->GetController()))
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{
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// update the player's respawn checkpoint
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PC->SetRespawnTransform(PlayerCharacter->GetActorTransform());
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}
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}
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}
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