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>
This commit is contained in:
2026-07-16 20:29:10 -07:00
co-authored by Cursor
parent ff5640a020
commit 0d045d142f
11 changed files with 1106 additions and 463 deletions
@@ -2,11 +2,11 @@
**Status: Draft**
- **Scope (Batch 1 seed):** Native HUD / widget-controller / attribute-delegate path; Advanced Sessions plugin presence. No widget tree or session Blueprint flow yet.
- **Inspection method:** Native C++ read; PluginToolset; subclass seeds.
- **Scope:** Native HUD / widget-controller path (Batch 1); Pass 3 resolution of `WBP_PlayerHUD` and GM/PC framework ties. Full frontend/session graphs deferred to Batch 4.
- **Inspection method:** Native C++ read; Batch 2 AssetTools class/tags/deps/refs; ObjectTools GM_Dungeoneer CDO; BlueprintTools PC_Character.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 2 (Batch 1)
- **Last completed pass:** Pass 3 (Batch 2)
- **Next pass expected to contribute:** Batch 4 Passes 4 + 10
## Draft tracking
@@ -16,35 +16,69 @@
- OverlayWidgetController attribute broadcasts/bindings
- AdvancedSessions / AdvancedSteamSessions enabled + descriptor paths
- Widget subclass path seeds
- **WBP_PlayerHUD resolved as AHUD (`RIRHUD` child)**
- GM_Dungeoneer assigns HUDClass / PC / PS
### Pending sections
- Main menu / browser / character-select widget flow
- Production vs Example Advanced Sessions Blueprints
- WBP_Overlay / progress bar bindings
- WBP_Overlay / progress bar bindings deep dive
- CommonUI usage
- BPI_PlayerController.UpdatePlayerHUD widget targets
### Evidence still required
- Whether HUD class defaults assign OverlayWidgetClass / ControllerClass
- Whether both Overlay ASC HUD and DEPRECATED UpdatePlayerHUD run in PIE
- Session create/find/join graphs
---
## WBP_PlayerHUD resolution (Pass 3)
| Field | Value |
|-------|--------|
| Path | `/Game/_Main/UI/Widgets/HUD/WBP_PlayerHUD` |
| Asset class | `WBP_PlayerHUD_C` |
| Generated parent | `/Script/REALMSINRUIN.RIRHUD` |
| Type | **AHUD Blueprint** (not `UserWidget`) |
| IsDataOnly | True |
| Referencers | `/Game/_Main/Blueprints/Game/GameMode/GM_Dungeoneer` |
| Dependencies | REALMSINRUIN, `/Game/_Main/UI/Widgets/WBP_Overlay`, `/Game/_Main/UI/Widgets/WidgetController/BP_OverlayWidgetController` |
**Observed Implementation:** Naming `WBP_` is misleading Documented Intent; asset is the game HUD class assigned on `GM_Dungeoneer`. Relationship to `ARIRHUD`: direct Blueprint child that supplies OverlayWidgetClass / OverlayWidgetControllerClass via deps to `WBP_Overlay` + `BP_OverlayWidgetController`.
---
## HUD init (Observed Implementation)
### Native GAS path
`ARIRPlayerCharacter::InitAbilityActorInfo``ARIRHUD::InitOverlay(PC, PS, ASC, AS)` → create `OverlayWidgetClass``UOverlayWidgetController` binds ASC attribute delegates → `BroadcastInitialInitialValues``AddToViewport`.
checkf text references `WBP_PlayerHUD` for class assignment.
### Legacy BP path (still connected)
**Subclass seeds:** `WBP_Overlay`, health/mana progress bars, `BP_OverlayWidgetController`.
`BP_PlayerCharacterBase` EventPossessed → Delay 0.4 → `Server_UpdateHUD` → compute DEPRECATED health/mana percentages → `BPI_PlayerController.UpdatePlayerHUD`.
**Technical Debt:** Stamina delegates reuse Mana signature types in OverlayWidgetController.h.
**Technical Debt:** Dual attribute UI; Stamina delegates reuse Mana signature types in OverlayWidgetController.h.
---
## Framework assignments (GM_Dungeoneer CDO)
| Property | Value |
|----------|--------|
| HUDClass | `WBP_PlayerHUD_C` |
| PlayerControllerClass | `PC_Character_C` |
| PlayerStateClass | `BP_PlayerState_C` |
| DefaultPawnClass | None |
`PC_Character` implements `BPI_PlayerController`; holds `CharacterSelectHUD`; Enhanced Input IMC `IMC_PlayerDefault` + `IA_Movement`.
---
## Sessions (Observed Implementation)
Project plugins AdvancedSessions + AdvancedSteamSessions enabled (VersionName 5.8). Depend on OnlineSubsystem / Steam stack.
Project plugins AdvancedSessions + AdvancedSteamSessions enabled (VersionName 5.8). `GM_Dungeoneer` deps include AdvancedSessions.
**Unknown:** Live menu usage vs `/Game/_Main/Blueprints/Examples/ExampleAdvancedSessionsFunctionsChar` — Batch 4 Pass 4.
**Unknown:** Live menu usage vs Example Advanced Sessions Blueprints — Batch 4 Pass 4.
**Unknown:** No OnlineSubsystem INI under project `Config/` — Requires Broader Filesystem/Configuration Inspection.
**Unknown:** OnlineSubsystem INI location — Requires Broader Filesystem/Configuration Inspection.