Files
UnrealPrototyping/Source/Salty/Variant_Combat/Animation/AnimNotify_DoAttackTrace.h
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

31 lines
778 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimNotifies/AnimNotify.h"
#include "AnimNotify_DoAttackTrace.generated.h"
/**
* AnimNotify to tell the actor to perform an attack trace check to look for targets to damage.
*/
UCLASS()
class UAnimNotify_DoAttackTrace : public UAnimNotify
{
GENERATED_BODY()
protected:
/** Source bone for the attack trace */
UPROPERTY(EditAnywhere, Category="Attack")
FName AttackBoneName;
public:
/** Perform the Anim Notify */
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
/** Get the notify name */
virtual FString GetNotifyName_Implementation() const override;
};