HELM
arena-unrealUE5.3
Project Files
Welcome.md
build.log
system.view
Helm· AI Build Canvas
142
Files Modified
84,720
Tokens Generated
5
Active Agents
60
Runtime FPS
Agents
CodeGen— PlayerController.cpp
Analyzer— Dependency scan
Tester— Awaiting compile…
Deployer— Standby
Watcher— Monitoring runtime
System Topologylive
ECEngine CorePHPhysicsASAssetsAIAI SystemsPLPipelineBDBuildRTRuntimeactivebuildingidle
AI GenerationPlayerController.cpp
);
}
// [AI] Implementing movement…
void APlayerController::MoveForward(float V) {
if (!FMath::IsNearlyZero(V)) {
AddMovementInput(
GetActorForwardVector(), V
);
}
}
void APlayerController::Jump() {
if (ACharacter* C = GetPawn<ACharacter>())
C->Jump();
}
void APlayerController::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
UpdateCameraRotation(DeltaTime);
SyncNetPosition();
}
// [AI] Unit tests…
TEST(PlayerControllerTest, MovesForward) {
auto* PC = NewObject<APlayerController>();
PC->MoveForward(1.0f);
EXPECT_TRUE(PC->IsMoving());
}
// [AI] Generating: PlayerController.cpp
#include "PlayerController.h"
#include "Engine/GameEngine.h"
#include "Components/InputComponent.h"
APlayerController::APlayerController() {
bAutoManageActiveCameraTarget = true;
bEnableMouseOverEvents = true;
InputYawScale_DEPRECATED = 1.0f;
}
// [AI] Binding input axes…
void APlayerController::SetupInputComponent() {
Super::SetupInputComponent();
InputComponent->BindAxis(
"MoveForward", this,
&APlayerController::MoveForward
);
InputComponent->BindAxis(
"MoveRight", this,
&APlayerController::MoveRight
);
InputComponent->BindAction(
"Jump", IE_Pressed, this,
&APlayerController::Jump
);
}
Agent Activity29 events
AGENTAssetPipeline: importing ×14
INFONetwork replication delta slimmed
OKRuntime steady: 60.2 FPS avg
AIPatching SaveGame serializer…
BUILDDeploy bundle ready (38.4 MB)
AGENTgit commit: "AI: PlayerController"
AIAnalyzing PlayerController deps…
BUILDCompiled PhysicsModule.cpp (0.34s)
AGENTHealthSystem → dep resolved
AIGenerating MoveForward() body
BUILDLinking Character_BP refs…
OKInputComponent binding verified
AIWriting controller unit tests
WARNNull-check: InputComponent
BUILDBuild OK — 142 objects (2.1s)
AGENTAI rewrote Jump() signature
INFOBehaviorTree hot-reloaded
OKPhysicsModule: 12/12 tests pass
AIRefactoring collision layers…
BUILDShaders cached (48 variants)
AGENTAssetPipeline: importing ×14
INFONetwork replication delta slimmed
OKRuntime steady: 60.2 FPS avg
AIPatching SaveGame serializer…
BUILDDeploy bundle ready (38.4 MB)
AGENTgit commit: "AI: PlayerController"
AIAnalyzing PlayerController deps…
BUILDCompiled PhysicsModule.cpp (0.34s)
AGENTHealthSystem → dep resolved
Pipeline
Analyze
Generate
Compile
Test
Deploy
v2.4.1-dev
OK
12:34:56INFOPhysics Agent: Simulation started
12:35:12INFONetworking: Client connected from 127.0.0.1
12:35:45INFOAsset Sync: 12 files synchronized
12:36:01WARNAI: Context size approaching limit (7891/8192)
12:36:15INFOBuild: Compilation completed successfully
12:36:42ERRORMultiplayer: Packet loss detected (5.2%)
Chat
PlayerCharacter.cppCharacter_BP

Create a PlayerHealth component for Unreal with damage, heal, shield and death delegate.

14:32:10
Claude 3.7 Sonnet14:32:12

Analyze PlayerCharacter.cpp for existing health refs

Generate UHealthComponent class (header + source)

Add shield mechanic with absorption rate

Wire OnDeath delegate to GameMode

Write unit tests

Claude 3.7 Sonnet14:32:14

Here's the full `UHealthComponent` implementation with damage absorption, heal-over-time, shield layer, and the `OnDeath` multicast delegate:

HealthComponent.h
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class ARENA_API UHealthComponent : public UActorComponent {
  GENERATED_BODY()
public:
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Health")
  float MaxHealth = 100.f;

  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Health")
  float MaxShield  = 50.f;

  UFUNCTION(BlueprintCallable, Category="Health")
  void ApplyDamage(float Amount, AActor* Instigator = nullptr);

  UFUNCTION(BlueprintCallable, Category="Health")
  void Heal(float Amount);

  UFUNCTION(BlueprintCallable, Category="Health")
  void RechargeShield(float Amount);

  DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(
    FOnDeath, AActor*, Victim, AActor*, Killer);
  UPROPERTY(BlueprintAssignable)
  FOnDeath OnDeath;

  UFUNCTION(BlueprintPure) float GetHealthPercent() const;
  UFUNCTION(BlueprintPure) float GetShieldPercent() const;
private:
  float CurrentHealth;
  float CurrentShield;
  bool bIsDead = false;
};

Applying HealthComponent.h to project

Written to Source/Arena/Components/HealthComponent.h

Build Output

Now run build and tell me if it compiles.

14:33:01

Building project (Development)

UnrealBuildTool — compiling 4 modified files…

Thinking…
PlayerCharacter.cppCharacter_BP

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main
Engine ReadyUE5.3
arena-unreal
60 FPS
847 DC
6.4 GB
3 clients
Idle