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:** Unresolved questions and verification requirements identified during Batch 1 (Passes 0–2). This document separates confirmed static findings from questions that require Blueprint, runtime, editor, network, or broader configuration inspection.
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- **Inspection method:** Consolidation of Batch 1 native C++, configuration, plugin, subclass-discovery, and MCP calibration findings. No new Unreal inspection was performed for this refactor.
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- **Scope:** Unresolved questions after Batches 1–3. Separates confirmed static findings from questions needing further Blueprint, runtime, or config inspection.
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- **Inspection method:** Consolidation of Batches 1–3; Batch 3 resolved per-character ability path unknowns.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **Tool or visibility limitations:** No Git repository is available at the inspected project root. Semantic Search is not configured. Blueprint graphs, live ASC state, Montage notify timing, session behavior, and runtime consequences were outside Batch 1 scope.
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- **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags not readable; comment-box membership limited; no PIE this batch.
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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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- **Next pass expected to contribute:** Every subsequent batch
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- **Last completed pass:** Pass 6 (Batch 3)
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- **Next pass expected to contribute:** Batch 4 (Pass 4 / 7 / 8 / 9 — only when authorized)
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## Draft tracking
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### Completed sections
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- Batch 1 unknowns grouped by required verification method
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- Confirmed enemy ASC accessor defect separated from its runtime-impact questions
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- OnlineSubsystem and Steam configuration investigation separated from manual editor inspection
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- Tool and environment limitations recorded
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- Naming ambiguities and conflicting evidence recorded
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- Batch 1 unknowns grouped by verification method
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- Batch 2 resolutions: WBP_PlayerHUD class; BP_PlayerState DefaultAttributes=None; legacy ability routing documented
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- Batch 3 resolutions: per-character Ability 001–004 connected paths; Wizard/Gunslinger stub confirmation; UseAbility* presence matrix
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- Enemy ASC accessor defect still confirmed static
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### Pending sections
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- Ability, RPC, animation, frontend, session, enemy Blueprint, UI, and pickup unknowns from Batches 2–4
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- Runtime test procedures to be finalized after static Blueprint archaeology
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- Priority updates after the ability migration matrix is complete
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- Frontend/session/enemy AI/animation unknowns (Batch 4)
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- Runtime test procedures after static ability archaeology
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### Evidence still required
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- AnimNotify → UseAbility* wiring (Pass 8)
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- Live ASC vs DEPRECATED HUD coexistence in PIE
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- Enemy BP AI connected graphs (Pass 9)
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- GE/cue referencer map (Pass 7)
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- Connected Blueprint graphs for player state, player base, playable characters, enemies, widgets, and pickups
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- Exact Blueprint class and generated-parent verification for `WBP_PlayerHUD`
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- Live ASC, attribute, Gameplay Effect, HUD, and session state through controlled PIE or network testing
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- Broader project/plugin/Saved configuration search for OnlineSubsystem and Steam settings
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---
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### Unknowns requiring later verification
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## Resolved in Batch 2 (no longer Unknown)
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- Blueprint ownership of default attribute application
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- Blueprint-only ability RPC and resource-routing architecture
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- Runtime consequences of the confirmed enemy ASC accessor mismatch
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- Exact source of enemy chase and attack behavior
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- Session configuration and production widget flow
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- Montage notify and visual Blueprint comment-region details
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| Question | Resolution | Classification | Doc |
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| Is `WBP_PlayerHUD` a Widget or AHUD? | Parent is `RIRHUD`; AHUD Blueprint; `WBP_` name misleading | Observed Implementation | 03, 11 |
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| Does `BP_PlayerState` assign DefaultAttributes GE? | CDO `defaultAttributesGameplayEffect` = **None** | Observed Implementation | 03, 06 |
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| How are abilities routed/networked on base? | IA_Ability_* → Server_Ability_* stubs/overrides; Multicast FX helpers | Observed Implementation | 05, 08 |
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---
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## Resolved in Batch 3 (Pass 6)
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| Question | Resolution | Classification | Doc |
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| Full Ability 001–004 paths per playable | Documented per character in tables | Observed Implementation | 05, 08 |
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| Does Wizard implement Server_Ability_*? | No local implementations; inherit PrintString stubs | Observed Implementation | 05, 08 |
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| Is Gunslinger data-only? | IsDataOnly=True; deps only base; inherited stubs | Observed Implementation | 05, 08 |
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| Amazonian working melee path | Ability 001 Begin → Multicast montage → UseAbility001 Authority BoxOverlap ApplyDamage | Observed Implementation + Observed Runtime Behavior | 05 |
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| Are UseAbility* still invoked? | Present and connected on Paladin 001/004, Amazonian 001, Cleric 002/004; caller of UseAbility* itself Unknown (likely AnimNotify) | Observed Implementation / Unknown caller | 05, 10 |
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| Who calls PlayerDeath from Amazonian? | ReceiveAnyDamage → DEPRECATED_CurrentHealth ≤0 → PlayerDeath | Observed Implementation | 05, 08 |
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| Parent calls on ability overrides? | Paladin/Amazonian/Cleric: **No** | Observed Implementation | 05 |
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---
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## Confirmed static defects with runtime questions
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The following item is **not Unknown** at the static implementation level.
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| Confirmed finding | Evidence classification | Issue classification | Exact evidence | Runtime question |
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| `ARIRBaseEnemyCharacter` owns and initializes an ASC on itself, while inherited `ARIRBaseCharacter::GetAbilitySystemComponent()` attempts to retrieve the ASC from `ARIRPlayerState`. No native enemy override was found. | Observed Implementation | Incomplete Refactor / Existing Baseline Defect | `Source/REALMSINRUIN/Private/Characters/RIRBaseEnemyCharacter.cpp`; `Source/REALMSINRUIN/Private/Characters/RIRBaseCharacter.cpp`; `ARIRBaseEnemyCharacter::BeginPlay`; `ARIRBaseCharacter::GetAbilitySystemComponent` | Which runtime systems fail or degrade because interface-based ASC lookup can return null for enemies? |
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The mismatch itself is statically confirmed. PIE is required only to determine its downstream impact on Gameplay Effects, attribute access, damage, death handling, Blueprint ability-system calls, and other consumers of `IAbilitySystemInterface`.
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| Enemy ASC on self vs GetASC from PlayerState | Observed Implementation | Incomplete Refactor | RIRBaseEnemyCharacter.cpp; RIRBaseCharacter.cpp | Which systems fail when interface ASC lookup is null for enemies? |
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| Dual HUD attribute paths (ASC Overlay vs DEPRECATED floats) | Observed Implementation | Incomplete Refactor | RIRHUD InitOverlay; BP Server_UpdateHUD | Do both run? Which drives visible bars in PIE? |
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| DefaultAttributesGameplayEffect unused (C++ and BP_PlayerState=None) | Observed Implementation | Partially Implemented | RIRPlayerState.h; BP_PlayerState CDO | What sets initial Health/Mana at spawn? |
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| Cleric Ability 004 SpawnActor Class empty + mana CanUse unwired | Observed Implementation | Existing Baseline Defect | Player_Cleric UseAbility004 / Begin | Does 004 appear to fire but do nothing in PIE? |
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| Multi_SpawnParticle empty EmitterTemplate (Paladin 004, Cleric 002) | Observed Implementation | Partially Implemented | UseAbility graphs | Visible missing VFX only? |
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---
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## Requires Blueprint inspection
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## Requires Blueprint / animation inspection (remaining)
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| Question | Why static native inspection is insufficient | Relevant paths | Recommended safe verification method | Mutates project state? | Priority | Dependency |
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| Does `BP_PlayerState` assign or apply `DefaultAttributesGameplayEffect`? | The property is declared on `ARIRPlayerState` but is never applied in native C++. | `/Game/_Main/Blueprints/Player/BP_PlayerState`; `Source/REALMSINRUIN/Public/Player/RIRPlayerState.h` | Read-only BlueprintTools inspection of class defaults, graphs, functions, and connected subgraphs | No | High | Native finding that `DefaultAttributesGameplayEffect` has no C++ apply path |
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| How are playable-character abilities routed and networked? | No native ability RPCs or native ability input bindings were found. | `/Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase`; `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin`; `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Amazonian/Player_Amazonian`; `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Cleric/Player_Cleric`; `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Wizard/Player_Wizard`; `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Gunslinger/Player_Gunslinger` | Read-only graph inventory and connected path tracing of input events, `UseAbility*`, server/client/multicast events, validation, costs, damage, animation, and cleanup | No | High | Batch 2 player-base hierarchy and Batch 3 per-character reconstruction |
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| Where was enemy chase and attack behavior intended to live? | Native enemy code contains no targeting, movement, perception, MoveTo, or attack implementation. | `/Game/_Main/Blueprints/Characters/Enemies/BP_EnemyCharacterBase`; `/Game/_Main/Blueprints/Characters/Enemies/Skeleton/BP_Enemy_Skeleton`; `/Game/_Main/Blueprints/Characters/Interfaces/BPI_EnemyCharacter` if present at that path | Read-only Blueprint graph, component, property, event, timer, navigation, and interface inspection | No | High | Native enemy inventory and calibration finding that no project BT/BB/custom AIController assets were found |
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| Is `WBP_PlayerHUD` a Widget Blueprint, an `ARIRHUD` child, or a subclass-search anomaly? | The name and native `checkf` text suggest a widget, while subclass search returned it in an `ARIRHUD` query. | `/Game/_Main/UI/Widgets/HUD/WBP_PlayerHUD`; `Source/REALMSINRUIN/Private/UI/HUD/RIRHUD.cpp` | Read-only asset-class, generated-class parent, asset-tag, dependency, and referencer inspection | No | Medium | ObjectTools subclass-search anomaly recorded in Batch 1 |
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| Is CommonUI used by live project content? | CommonUI is enabled, but no native CommonUI references were found. | `/Game/_Main/UI`; `REALMSINRUIN_DEV.uproject` | Read-only widget parent-class, asset dependency, and referencer inspection | No | Low | Plugin enabled-state finding from `02-ProjectArchitecture.md` |
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| Do each of the `ARIREffectActor` Blueprint children invoke `ApplyEffectToTarget`? | Inheritance provides the native mechanism but does not prove that each child calls it. | `/Game/_Main/Blueprints/Items/Food/BP_OrangeSlice`; `/Game/_Main/Blueprints/Items/Potion/BP_HealthPotion`; `/Game/_Main/Blueprints/Items/Potion/BP_ManaPotion`; `/Game/_Main/Blueprints/Items/Potion/BP_ManaCrystal` | Read-only connected graph inspection for overlaps, authority checks, effect calls, destruction, and respawn | No | Medium | Native `ARIREffectActor::ApplyEffectToTarget` implementation |
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| Question | Why insufficient | Paths | Method | Priority | Dependency |
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| Who calls UseAbility*? | Events connected; callers not in EventGraph | Character AnimMontages / AnimBP | Pass 8 notify walk | High | Pass 6 bodies done |
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| Enemy chase/attack Blueprint logic | Structural only in Pass 3 | BP_EnemyCharacterBase, BP_Enemy_Skeleton, BPI_EnemyCharacter | Pass 9 connected graphs | High | Pass 3 structure |
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| Do EffectActor children call ApplyEffectToTarget? | Native mechanism only | BP_HealthPotion etc. | Pass 10 | Medium | Batch 1 |
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| Is CommonUI used by live content? | Plugin enabled; no native refs | /Game/_Main/UI | Widget parent inspection | Low | Batch 1 |
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| Paladin Ability 002 block absorb | IsBlocking set; no damage absorb path traced | ABP_Paladin / PlayerHitCheck | Pass 8 + hit graphs | Medium | Pass 6 |
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| Amazonian PerformingWhirlwind | Get without Set | Player_Amazonian | Search all graphs / macros | Low | Pass 6 |
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---
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## Requires runtime inspection / PIE
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| Question | Why static inspection is insufficient | Relevant paths or systems | Recommended safe verification method | Mutates project state? | Priority | Dependency |
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| Which runtime systems are affected by the confirmed enemy ASC accessor mismatch? | Static analysis proves the mismatch but cannot show every consumer or symptom. | `ARIRBaseCharacter::GetAbilitySystemComponent`; `ARIRBaseEnemyCharacter`; `ARIREffectActor`; enemy damage/death/effect flows | Controlled PIE using AbilitySystemInspector and targeted read-only observation of enemy ASC, attributes, applied effects, damage, and death state | PIE changes the transient world; no asset save required | High | Confirmed static defect documented above; enemy Blueprint inspection should occur first |
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| Are default attributes applied when a player spawns? | No native application path was found, and Blueprint assignment/application is not yet known. | `/Game/_Main/Blueprints/Player/BP_PlayerState`; character default-attribute Gameplay Effects; player ASC | Controlled PIE inspection of granted effects and Health/Mana/Stamina values immediately after possession | PIE changes the transient world; no asset save required | High | Blueprint inspection of `BP_PlayerState` and default attribute GE CDOs |
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| Does HUD overlay creation complete successfully for every playable character? | Native call flow exists, but class assignments and widget bindings are Blueprint/editor data. | `ARIRPlayerCharacter::InitAbilityActorInfo`; `ARIRHUD::InitOverlay`; `/Game/_Main/UI/Widgets/HUD/WBP_PlayerHUD`; `/Game/_Main/UI/Widgets/WBP_Overlay` if confirmed | Controlled PIE observation of HUD creation, widget-controller assignment, and initial attribute broadcasts | PIE changes the transient world; no asset save required | Medium | Exact HUD/widget asset-class verification and Blueprint defaults |
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| Do production session create, find, join, and travel flows succeed? | Advanced Sessions operations are latent and depend on runtime online-subsystem configuration. | Production main-menu and multiplayer-browser widgets; AdvancedSessions; AdvancedSteamSessions | Controlled standalone or multi-client network test after static frontend/session graph reconstruction | Network and transient session state | Medium | Broader configuration inspection and frontend/session Blueprint pass |
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| Question | Why | Method | Priority |
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| Enemy ASC accessor impact | Static mismatch; need consumers | PIE + AbilitySystemInspector | High |
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| Default attribute values after spawn | No apply path found | PIE attribute values after possess | High |
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| Dual HUD coexistence | Two static paths | Observe both overlay and UpdatePlayerHUD | Medium |
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| Session create/find/join | Latent online ops | Network test after Pass 4 | Medium |
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| Ability Server RPC reliability / prediction feel | Flags unread | Multi-client ability press | Medium |
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| Wizard BeginPlay skipping Parent | May leave InitialSpawnLocation unset | Spawn Wizard → death/respawn location | Medium |
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---
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## Requires broader filesystem/configuration inspection
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| Question | Why current inspection is insufficient | Search scope and likely terms | Recommended safe verification method | Mutates project state? | Priority | Dependency |
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| Where are OnlineSubsystem and Steam runtime settings defined, if they exist? | No relevant sections were found in the initially inspected project `Config/` files. That does not establish project-wide absence. | `Config/**/*.ini`; `Plugins/**/Config/**/*.ini`; `Saved/Config/**/*.ini`; search terms: `DefaultPlatformService`, `OnlineSubsystem`, `OnlineSubsystemSteam`, `SteamDevAppId`, `SteamAppId`, `NetDriverDefinitions`, `GameServerQueryPort` | Read-only filesystem search followed by inspection of project-owned configuration. Keep engine defaults separate from project-owned settings. | No | Medium | AdvancedSessions and AdvancedSteamSessions are enabled; production usage remains unverified |
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| Is the GameInstance class configured outside the inspected `DefaultEngine.ini` section? | `GI_Dungeoneer` was discovered, but no assignment was found in the inspected configuration. | Project and plugin INI files; map/world settings metadata; references to `/Game/_Main/Blueprints/Game/GameInstance/GI_Dungeoneer` | Read-only project-wide text search plus asset metadata and referencer inspection | No | Medium | Blueprint framework hierarchy pass and map metadata pass |
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Do not treat absence from the initial `Config/` sample as proof that settings do not exist elsewhere.
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| Question | Search | Priority |
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| OnlineSubsystem / Steam settings location | Config/**, Plugins/**/Config, Saved/Config | Medium |
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| GameInstance class assignment outside DefaultEngine sample | INI + referencers of GI_Dungeoneer | Medium |
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---
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## Requires manual editor inspection
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| Question | Why MCP/static metadata may be insufficient | Relevant paths | Recommended safe verification method | Mutates project state? | Priority | Dependency |
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| What Montage sections, notifies, notify states, and exact timings drive abilities? | Calibration reported limited or empty notify metadata, and deep Montage structure may not be exposed through the approved tools. | Character Montage assets discovered during the animation and ability passes | Manually inspect Montage sections and notify tracks without saving assets | No, provided no asset is saved | Medium | Batch 3 ability inventory and Batch 4 animation pass |
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| Which nodes visually belong to DEPRECATED comment regions? | MCP can trace executable connectivity but may not reliably expose visual comment-box membership and boundaries. | `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin`; relevant ability graphs | Manually inspect Blueprint visual layout after connected paths have been documented | No, provided no asset is saved | Medium | Batch 2 player-base inspection and Batch 3 Paladin ability analysis |
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| Question | Why | Paths |
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| Montage notify timings | Registry tags limited | Character montages |
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| DEPRECATED comment-box visual regions | find_nodes Comment returned [] | BP_PlayerCharacterBase / children EventGraphs |
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| CustomEvent Reliable vs Unreliable | ObjectTools on node failed | Server_/Multicast_ events |
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---
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## Tool and environment limitations
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| Item | Detail | Impact | Mitigation |
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| Git repository unavailable | The inspected project root returned `fatal: not a git repository`. | A complete repository diff and reliable unrelated-file change detection were unavailable. | Use filesystem listings and hashes for the current phase; establish a Git/LFS baseline before additional reconstruction work. |
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| Semantic Search unavailable | Calibration returned HTTP 401 because no embedding API key was configured. | No semantic asset/code discovery through that tool. | Use deterministic asset registry, subclass, dependency, referencer, node, and filesystem searches. |
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| Parallel MCP calls unreliable | Some batched calls failed with schema errors such as missing `server` or `toolName`. | Parallel query results may be incomplete when a batch fails. | Retry important read-only calls individually and record failures. |
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| Blueprint comment-box membership limited | Tooling may expose comment text or nearby nodes without reliable visual containment. | Documented Intent can be captured, but exact visual grouping may remain uncertain. | Use connected subgraph evidence and defer visual boundaries to manual editor inspection. |
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| Live ASC and session state unavailable statically | Runtime grants, active effects, replicated attributes, and latent session outcomes do not exist in a static editor snapshot. | Static conclusions cannot establish runtime success. | Defer to controlled PIE or network tests after static reconstruction. |
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| Item | Detail | Impact |
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| Semantic Search | HTTP 401 / no API key | No semantic discovery |
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| CustomEvent FunctionFlags | list_properties failed on event nodes | RPC reliability Unknown |
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| Comment boxes | find_nodes(title=Comment) empty | Visual DEPRECATED regions Unknown |
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| Git | Available (baseline commit exists) | Dirty-tree gate works |
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| No PIE in Batch 3 | Constraint honored | Runtime questions deferred |
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---
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## Naming ambiguities
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| Item | Current evidence | Required resolution | Dependency |
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| Amazon vs Amazonian | Playable character asset is `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Amazonian/Player_Amazonian`; default-attribute content uses `Amazon` naming in calibration results. | Confirm exact GE asset names, assignments, and referencers during the dedicated GAS pass. | Gameplay Effect inventory and `BP_PlayerState`/character defaults |
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| `WBP_PlayerHUD` | Name and native error text suggest a widget; subclass search under `ARIRHUD` returned it. | Verify asset class, generated class, native parent, and referencers. | Batch 2 Blueprint hierarchy and UI asset inspection |
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| Item | Status |
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| Amazon vs Amazonian | Still open for GE folder naming (Pass 7) |
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| WBP_PlayerHUD | **Resolved** — AHUD named like a widget |
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---
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## Conflicting evidence
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| Conflict | Evidence A | Evidence B | Current resolution | Remaining verification |
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| Enemy ASC ownership and accessor | `ARIRBaseEnemyCharacter` creates and initializes an ASC on itself. | Inherited `ARIRBaseCharacter::GetAbilitySystemComponent()` retrieves from `ARIRPlayerState`. | Both are Observed Implementation. The mismatch is a confirmed static defect. | Determine affected runtime systems through Blueprint inspection followed by controlled PIE. |
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| Default attribute architecture | `ARIRPlayerState` declares `DefaultAttributesGameplayEffect`; default-attribute GE assets are known to exist. | No native C++ application path was found. | Property and assets are present, but the apply path is Unknown. | Inspect `BP_PlayerState`, playable-character defaults, and GE referencers. |
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| Gameplay Ability migration | `URIRGameplayAbility` exists and is documented as a base for project abilities. | No project-derived GA class, GA asset, or static granting path has been observed so far. | Current evidence supports GAS scaffolding without completed discrete Gameplay Ability migration. | Reconfirm through Blueprint and dedicated GAS passes. |
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| Conflict | Current resolution | Remaining |
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| Enemy ASC ownership vs accessor | Confirmed static defect | PIE impact |
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| Default attributes present vs unused | BP_PlayerState=None; C++ unused; character GEs orphaned | Who applies GEs if anyone |
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| URIRGameplayAbility "all abilities" vs legacy BP | Legacy active; GA scaffolding only | Pass 7 reconfirm |
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| Dual HUD systems | Both connected | PIE which is authoritative for bars |
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---
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## Priority order for later verification
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1. Inspect `BP_PlayerState` default-attribute assignment/application.
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2. Reconstruct `BP_PlayerCharacterBase` input, RPC, resource, and legacy ability routing.
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3. Verify the exact class of `WBP_PlayerHUD`.
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4. Inspect enemy Blueprint logic and identify consumers of the confirmed ASC accessor defect.
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5. Inspect per-character abilities and their animation dependencies.
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6. Perform broader OnlineSubsystem and Steam configuration search.
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7. Run controlled PIE only after the relevant static paths are fully documented.
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1. Batch 4 Pass 7 — GE/cue/tag inventory
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2. Pass 8 — AnimNotify → UseAbility wiring
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3. Pass 9 — enemy Blueprint AI
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4. Pass 4 — sessions / frontend
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5. Controlled PIE for ASC, attributes, dual HUD, enemy GetASC, Cleric 004 / Wizard spawn
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