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.
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/Character.h"
#include "RIRBaseCharacter.generated.h"
// Forward declarations
class URIRAbilitySystemComponent; // Custom AbilitySystemComponent
class URIRAttributeSet; // Custom AttributeSet
class UAbilitySystemComponent;
class UAttributeSet;
class UGameplayEffect;
class UGameplayAbility;
// Base Character class using GAS for RIR Project
UCLASS(ABSTRACT)
class REALMSINRUIN_API ARIRBaseCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ARIRBaseCharacter();
// Implementation of IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
// Custom getter for the attribute set
UAttributeSet* GetAttributeSet() const { return AttributeSet; }
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Abilities")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Abilities")
TObjectPtr<UAttributeSet> AttributeSet;
};
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// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "Characters/RIRBaseCharacter.h"
#include "Interfaces/TargetInterface.h"
#include "RIRBaseEnemyCharacter.generated.h"
/**
*
*/
UCLASS()
class REALMSINRUIN_API ARIRBaseEnemyCharacter : public ARIRBaseCharacter, public ITargetInterface
{
GENERATED_BODY()
public:
ARIRBaseEnemyCharacter();
virtual void HighlightActor() override;
virtual void UnHighlightActor() override;
protected:
virtual void BeginPlay() override;
};