Document Batch 2–3 Phase 1 archaeology: shared player-base architecture and per-character ability inventories.
Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
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**Status: Draft**
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- **Scope (Batch 1 seed):** Native enemy class only + Blueprint child path seeds. No Behavior Tree assumption. No deep enemy Blueprint graph walk yet.
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- **Inspection method:** Read `ARIRBaseEnemyCharacter`; calibration prior (no BT/BB/custom AIController assets); subclass path search.
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- **Scope:** Native enemy class (Batch 1) + Pass 3 structural Blueprint inventory. Deep Tick/overlap/AI graph walk deferred to Pass 9.
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- **Inspection method:** Native read; Batch 2 AssetTools tags + BlueprintTools list_graphs/events/variables/deps.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture
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- **Last completed pass:** Pass 2 (Batch 1)
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- **Last completed pass:** Pass 3 (Batch 2) — structural only
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- **Next pass expected to contribute:** Batch 4 Pass 9
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## Draft tracking
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### Completed sections
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- Native enemy ASC ownership and highlight interface
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- Confirmation: no chase/attack/MoveTo in native C++
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- Blueprint child paths
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- Blueprint child paths + Pass 3 structural sheets
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- BPI_EnemyCharacter API surface
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### Pending sections
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- BP_EnemyCharacterBase / BP_Enemy_Skeleton graphs (Tick, overlaps, MoveTo, timers)
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- AIControllerClass / AutoPossessAI on CDOs
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- Reconfirm BT asset absence
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- Connected Tick / overlap / timer / MoveTo graphs on enemy BPs
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- AIControllerClass / AutoPossessAI on CDOs (reconfirm)
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- Consumers of GetASC on enemies
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### Evidence still required
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- Where chase/attack was intended to live (Blueprint vs missing)
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**Calibration (prior Observed Implementation):** Stock `/Script/AIModule.AIController`; AutoPossessAI PlacedInWorld on skeleton instance; no project BehaviorTree assets.
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**Issue:** Existing Baseline Defect (enemy chase/attack nonfunctional per project brief). Static native code alone cannot confirm root cause.
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**Issue:** Existing Baseline Defect (enemy chase/attack nonfunctional per project brief).
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**Blueprint seeds:** `BP_EnemyCharacterBase`, `BP_Enemy_Skeleton`.
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---
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## Pass 3 Blueprint structure (not Pass 9 deep dive)
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### `BP_EnemyCharacterBase`
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| Field | Value |
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|-------|--------|
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| Path | `/Game/_Main/Blueprints/Characters/Enemies/BP_EnemyCharacterBase` |
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| Parent | `RIRBaseEnemyCharacter` |
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| IsDataOnly | True |
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| Graphs | UserConstructionScript, EventGraph |
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| Variables | [] |
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| Implemented events | ReceiveBeginPlay, ReceiveTick, ReceiveActorBeginOverlap |
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| Deps | `/Script/REALMSINRUIN` only |
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### `BP_Enemy_Skeleton`
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| Field | Value |
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|-------|--------|
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| Path | `/Game/_Main/Blueprints/Characters/Enemies/Skeleton/BP_Enemy_Skeleton` |
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| Parent | `BP_EnemyCharacterBase_C` |
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| Interface | `BPI_EnemyCharacter` (`GetEnemyREF`) |
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| Graphs | UCS, EventGraph, GetEnemyREF |
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| Variables | [] |
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| Implemented events | ReceiveBeginPlay, ReceiveTick, ReceiveActorBeginOverlap |
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| Deps | SKM_Skeleton_Guard_Body, BPI_EnemyCharacter, BP_EnemyCharacterBase, ABP_Skeleton, REALMSINRUIN |
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### `BPI_EnemyCharacter`
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Graphs: `GetEnemyREF`, `AddPlayerTarget`, `EnemyMeleeAttack` — **Documented Intent** surface for targeting/melee; connected implementations on Skeleton/base **not traced in Batch 2** (Pass 9).
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