Files
UnrealPrototyping/Source/Salty/Variant_Combat/Animation/AnimNotify_CheckCombo.cpp
T
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

22 lines
648 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNotify_CheckCombo.h"
#include "CombatAttacker.h"
#include "Components/SkeletalMeshComponent.h"
void UAnimNotify_CheckCombo::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
{
// cast the owner to the attacker interface
if (ICombatAttacker* AttackerInterface = Cast<ICombatAttacker>(MeshComp->GetOwner()))
{
// tell the actor to check for combo string
AttackerInterface->CheckCombo();
}
}
FString UAnimNotify_CheckCombo::GetNotifyName_Implementation() const
{
return FString("Check Combo String");
}