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 "UObject/NoExportTypes.h"
#include "RIRWidgetController.generated.h"
class UAttributeSet;
class UAbilitySystemComponent;
USTRUCT(BlueprintType)
struct FWidgetControllerParams
{
GENERATED_BODY()
FWidgetControllerParams() {}
FWidgetControllerParams(APlayerController* PC, APlayerState* PS, UAbilitySystemComponent* ASC, UAttributeSet* AS) : PlayerController(PC), PlayerState(PS), AbilitySystemComponent(ASC), AttributeSet(AS) {}
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<APlayerController> PlayerController = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<APlayerState> PlayerState = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UAttributeSet> AttributeSet = nullptr;
};
/**
*
*/
UCLASS()
class REALMSINRUIN_API URIRWidgetController : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="WidgetController")
void SetWidgetControllerParams(const FWidgetControllerParams& WCParams);
virtual void BroadcastInitialInitialValues();
virtual void BindCallbacksToDependencies();
protected:
UPROPERTY(BlueprintReadOnly, Category="WidgetController")
TObjectPtr<APlayerController> PlayerController;
UPROPERTY(BlueprintReadOnly, Category="WidgetController")
TObjectPtr<APlayerState> PlayerState;
UPROPERTY(BlueprintReadOnly, Category="WidgetController")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY(BlueprintReadOnly, Category="WidgetController")
TObjectPtr<UAttributeSet> AttributeSet;
};