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>
29 lines
726 B
C++
29 lines
726 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatAIController.h"
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#include "Components/StateTreeAIComponent.h"
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ACombatAIController::ACombatAIController()
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{
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// create the StateTree AI Component
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StateTreeAI = CreateDefaultSubobject<UStateTreeAIComponent>(TEXT("StateTreeAI"));
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check(StateTreeAI);
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// ensure we start the StateTree when we possess the pawn
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bStartAILogicOnPossess = false;
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StateTreeAI->SetStartLogicAutomatically(false);
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// ensure we're attached to the possessed character.
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// this is necessary for EnvQueries to work correctly
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bAttachToPawn = true;
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}
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void ACombatAIController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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// start AI logic
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StateTreeAI->StartLogic();
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}
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