Files
UnrealPrototyping/Source/Salty/Core/SaltyAssetManager.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

18 lines
642 B
C++

#pragma once
#include "Engine/AssetManager.h"
#include "SaltyAssetManager.generated.h"
// The project's asset manager. It exists from step 1 for one reason: UAbilitySystemGlobals::InitGlobalData must be
// called once at startup or ability target data will not serialise, and the asset manager's initial load is the
// engine's sanctioned place to do it (Docs/Spec/Architecture.md, Gotchas). Definition types are registered for
// scanning in DefaultGame.ini as the steps that define them land.
UCLASS()
class SALTY_API USaltyAssetManager : public UAssetManager
{
GENERATED_BODY()
public:
virtual void StartInitialLoading() override;
};