The editor offered to import them as textures on every start; source files for authoring scripts do not belong under Content. create_world.py and generate_heightmap.py read them from RawContent/World/Heightmaps. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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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 (the notation and the twelve cross-cutting rules) and
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. 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. Ideas from the two earlier projects that are not built
are in 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.
Step 2 is built: UTelemetrySubsystem on the game instance with the null, log and JSON Lines sinks
(-telemetry or telemetry.File 1 writes Saved/Telemetry/session_*.jsonl), the four session events,
ASaltyGameMode minting the session id into ASaltyGameState, and bs.TelemetryTest in
Source/Salty/Core/SaltyCheats.cpp, the home of every later bs.* command. Emit with a name from
TelemetryEvents and a FTelemetryPayload.
The editor serves the engine's MCP plugin on 127.0.0.1:8000/mcp while it is open (D-43); .mcp.json points
Claude Code at it. Reconnect with /mcp once the editor is up. Close the editor and its Live Coding console
before a shell build.
Off the ladder: Content/Maps/L_World, a ~200 km² world-partitioned landscape built by
Scripts/Authoring/create_world.py from PNGs in RawContent/World/Heightmaps/ (seeded by generate_heightmap.py)
through ULandscapeAuthoringLibrary in the SaltyEditor module. It uses Elite_RockyMeadows' landscape material.
No gameplay code references it; the gym is still the test level.
Next: step 3, the body, the camera, the input map and the gym. Step 1's PIE proof (two clients, dedicated server, two pawns in the gym) is still a person's to tick. Update this section when a step closes.
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 throughUInteractionSubsystem; all activity quality throughFActivityResult. 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 throughApplyStatusorApplyDefaults. Never add a multiplier, a modifier list or a status timer to a component. Counters areImmune.*tags and resist attributes on the receiver. SeeDocs/Spec/Stats.md. - Content is data.
UPrimaryDataAssetsubclasses, 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 withUE_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
*_Cosmetichooks. - 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 inBeginPlayand unregister inEndPlay. - Every rejection carries a reason tag a player can read. Nothing is destroyed silently.
- Emit telemetry through
UTelemetrySubsystemwith names fromTelemetryEvents, never a literal, never a static helper. Every feature emits; the catalogue inDocs/Spec/Telemetry.mdand the feature spec agree. - Naming is Unreal's:
A/U/F/E/Iprefixes, no project prefix on classes,PascalCasemembers, asset prefixesBP_ DA_ DT_ IA_ IMC_ GA_ GE_ GC_ ABP_ AM_ SK_ SM_ M_ MI_ WBP_ T_ L_. Placeholders carry_Proto. - Units are centimetres and seconds.
FTextfor anything a player reads.TObjectPtrfor object properties. - The design word "material" is "substance" in code and docs.
UMaterialis 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
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
.inifiles 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.uassetfiles. - 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
.uassetand.umapgoes through Git LFS;.gitattributesis created in step 1. Rungit lfs installonce per machine. Never commitSaved/,Intermediate/,DerivedDataCache/orBinaries/; the.gitignorecovers 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 inDocs/Worklog.md; a line inDocs/Decisions.mdif 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.mdinto a roadmap. Detail the next step when the current one closes, not before.