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>
37 lines
1.0 KiB
C++
37 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "CombatAttacker.generated.h"
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/**
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* CombatAttacker Interface
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* Provides common functionality to trigger attack animation events.
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*/
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UINTERFACE(MinimalAPI, NotBlueprintable)
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class UCombatAttacker : public UInterface
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{
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GENERATED_BODY()
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};
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class ICombatAttacker
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{
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GENERATED_BODY()
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public:
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/** Performs an attack's collision check. Usually called from a montage's AnimNotify */
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UFUNCTION(BlueprintCallable, Category="Attacker")
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virtual void DoAttackTrace(FName DamageSourceBone) = 0;
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/** Performs a combo attack's check to continue the string. Usually called from a montage's AnimNotify */
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UFUNCTION(BlueprintCallable, Category="Attacker")
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virtual void CheckCombo() = 0;
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/** Performs a charged attack's check to loop the charge animation. Usually called from a montage's AnimNotify */
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UFUNCTION(BlueprintCallable, Category="Attacker")
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virtual void CheckChargedAttack() = 0;
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};
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