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