Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.

Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 19:40:19 -07:00
co-authored by Cursor
commit ff5640a020
17216 changed files with 62362 additions and 0 deletions
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// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
#include "Characters/RIRBaseEnemyCharacter.h"
#include "Abilities/RIRAbilitySystemComponent.h"
#include "Attributes/RIRAttributeSet.h"
#include "REALMSINRUIN/REALMSINRUIN.h"
ARIRBaseEnemyCharacter::ARIRBaseEnemyCharacter()
{
// Optional: initialize components, set default properties, etc
GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
// AbilitySystemComponent
AbilitySystemComponent = CreateDefaultSubobject<URIRAbilitySystemComponent>("AbilitySystemComponent");
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
// AttributeSet
AttributeSet = CreateDefaultSubobject<URIRAttributeSet>("AttributeSet");
}
void ARIRBaseEnemyCharacter::BeginPlay()
{
Super::BeginPlay();
AbilitySystemComponent->InitAbilityActorInfo(this,this);
}
void ARIRBaseEnemyCharacter::HighlightActor()
{
GetMesh()->SetRenderCustomDepth(true);
GetMesh()->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED);
}
void ARIRBaseEnemyCharacter::UnHighlightActor()
{
GetMesh()->SetRenderCustomDepth(false);
}