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 "Characters/RIRBaseCharacter.h"
#include "RIRPlayerCharacter.generated.h"
/**
*
*/
UCLASS()
class REALMSINRUIN_API ARIRPlayerCharacter : public ARIRBaseCharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ARIRPlayerCharacter();
// Called when the character is possessed by a controller (server-side only)
virtual void PossessedBy(AController* NewController) override;
// Called on the client when PlayerState is replicated
virtual void OnRep_PlayerState() override;
private:
void InitAbilityActorInfo();
};
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// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "RIRPlayerController.generated.h"
class UInputAction;
class UInputMappingContext;
class ITargetInterface;
struct FInputActionValue;
UCLASS()
class REALMSINRUIN_API ARIRPlayerController : public APlayerController
{
GENERATED_BODY()
public:
ARIRPlayerController();
virtual void PlayerTick(float DeltaTime) override;
virtual void BindCallbacksToDependencies();
protected:
virtual void BeginPlay() override;
// Input bindings
virtual void SetupInputComponent() override;
// Handles movement input
void HandleMovementInput(const FInputActionValue& InputActionValue);
private:
// Input Mapping Context (to be assigned via editor)
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputMappingContext> PlayerMappingContext;
// Input Action asset for movement (to be assigned via editor)
UPROPERTY(EditAnywhere, Category = "Input")
TObjectPtr<UInputAction> MovementInput;
// Called every frame or on-demand to perform a trace under the mouse cursor
void CursorTrace();
TScriptInterface<ITargetInterface> LastActor;
TScriptInterface<ITargetInterface> ThisActor;
};
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// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include "AbilitySystemInterface.h"
#include "RIRPlayerState.generated.h"
class UAbilitySystemComponent;
class UAttributeSet;
class UGameplayEffect;
class UGameplayAbility;
UCLASS()
class REALMSINRUIN_API ARIRPlayerState : public APlayerState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
ARIRPlayerState();
// Implementation of IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
// Custom getter for the attribute set
UAttributeSet* GetAttributeSet() const { return AttributeSet; }
// Default attribute effect to apply on spawn
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Attributes")
TSubclassOf<UGameplayEffect> DefaultAttributesGameplayEffect;
protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Abilities")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Attributes")
TObjectPtr<UAttributeSet> AttributeSet;
};