Document Batch 4A Pass 8 animation archaeology: AnimNotify callbacks and ability cleanup wiring.
Resolves UseAbility* callers via shared AN_Ability notifies, qualifies Pass 6 ability statuses, and records AnimBP/Montage dependencies without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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- **Scope:** Authoritative cross-model continuation document for Phase 1.
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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 / batch:** Batch 3 (Pass 6)
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- **Next authorized work:** Wait for user — recommend **Batch 4** (Pass 4 sessions / Pass 7 GAS / Pass 8 animation — only as authorized)
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- **Last completed pass / batch:** Batch 4A (Pass 8)
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- **Next authorized work:** Wait for user — recommend **Pass 7** (GAS) or remaining Batch 4 passes as separately authorized
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## Phase completed
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| Item | Value |
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|------|--------|
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| Phase | Phase 1 — Static Architecture (in progress) |
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| Batch completed | Batch 3 — Per-character ability archaeology |
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| Passes completed | Pass 6 (Paladin → Amazonian → Cleric → Wizard → Gunslinger) |
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| Batch completed | Batch 4A — Animation dependencies and ability callbacks |
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| Passes completed | Pass 8 |
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| Date completed | 2026-07-16 |
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| Model identifier | Cursor Grok 4.5 |
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@@ -22,150 +22,114 @@
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## Repository integrity
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### Starting state (Batch 3)
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### Starting state (Batch 4A)
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- **Git:** Dirty with expected Batch 2 Archaeology Markdown only (not unexpected):
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- Modified: `03`, `06`, `08`, `09`, `11`, `13`, `14`, `15`
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- Untracked: `05-LegacyAbilityArchitecture.md`
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- **Baseline commit:** `ff5640a0` Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.
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- **Git:** Clean (`git status --short` empty; diffs empty).
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- **Baseline commits:** `ff5640a0` Batch 1; `0d045d14` Batch 2–3 archaeology.
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- **Authorization:** Batch 1–3 docs committed; `01-Phase-1-Plan.md` resolved as `00A-Phase-1-Execution-Plan.md` (committed).
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- **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`.
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### Ending state (Batch 3 close)
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### Ending state (Batch 4A close)
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- Modified/created files: Markdown only under `Documentation/Archaeology/` (listed below).
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- **Unexpected untracked file reported (not reverted):** `Documentation/Archaeology/01-Phase-1-Plan.md` — present at close; not created by Pass 6 doc writes; contents not inspected this closeout.
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- Modified files: Markdown only under `Documentation/Archaeology/` (listed below).
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- No source, config, plugin, map, or Unreal asset writes.
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- PIE not started; level and selection not changed intentionally.
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- Ending Git check: only Archaeology Markdown dirty (confirm at close).
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- PIE not started; level and selection unchanged.
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- Ending Git: only authorized Archaeology Markdown dirty.
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---
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## Areas fully inspected (Batch 3 tools)
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## Areas fully inspected (Batch 4A)
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- Player_Paladin: Ability 001–004 Begin/End/UseAbility/Charge/ChargeBox connected paths
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- Player_Amazonian: Ability 001 + UseAbility001 + ReceiveAnyDamage; 002–004 absence
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- Player_Cleric: Ability 001–004 + ConcentrateHandle/EndConcentrate + UseAbility002/004
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- Player_Wizard: EventGraph walk; alternate UseAbility/input/spell search; unwired assets
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- Player_Gunslinger: IsDataOnly confirmation; Parent-only EventGraph; inherited stubs
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- ABP_Paladin / ABP_Amazon / ABP_Cleric / ABP_Wizard structure and EventGraph ability-related reads
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- Paladin / Amazonian / Cleric ability Montages via dependency → AnimNotify BP chains
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- `AN_Ability_001–004`, `AN_AttackComplete` Received_Notify bodies
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- Wizard animation folder (ABP only; no montages)
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- Gunslinger deps (no AnimBP)
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- Pass 6 status qualification / reclassification table
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## Areas partially inspected
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- FCanUseMana function body (call sites only)
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- Client_Charge / ChargeTimeline numeric curve details
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- PlayerHitCheck graphs (existence known; full absorb logic → later)
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- Montage notify tracks (seeded in doc 10 → Pass 8)
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- Montage section names, blend, root motion, notify times (tool limits)
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- AnimGraph transition rule DSL (Paladin reconstructed via VariableGet; others partial)
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- `Cleric_Ability003` non-montage asset referencing AN_AttackComplete (identity only)
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## Areas not yet inspected
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- Frontend/session flows (Batch 4 Pass 4)
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- GE/cue systemwide inventory (Batch 4 Pass 7)
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- Animation deep dive / AnimNotify → UseAbility (Batch 4 Pass 8)
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- Enemy BP AI deep dive (Batch 4 Pass 9)
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- Full UI trees / pickups (Batch 4)
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- Cross-character migration matrix doc 07 (Pass 11)
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- Pass 7 GE/cue/tag inventory
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- Pass 4 frontend/sessions
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- Pass 9 enemy BP AI
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- Pass 10 pickups/UI trees
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- Pass 11 migration matrix
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- PIE / runtime
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---
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## Blueprints inspected
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## Animation assets inspected
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| Asset | Depth |
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|-------|--------|
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| BP_PlayerCharacterBase | Correlation only (Batch 2 deep dive stands) |
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| Player_Paladin | Pass 6 full ability path reconstruction |
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| Player_Amazonian | Pass 6 full ability path reconstruction |
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| Player_Cleric | Pass 6 full ability path reconstruction |
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| Player_Wizard | Pass 6 ability + alternate path search |
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| Player_Gunslinger | Pass 6 data-only / inherited stub confirmation |
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Referenced when required for ability identity: montage paths, MagicSpell_01_Cue, BP_PlayerProjectile (unwired), GE_* DefaultAttributes (orphans), NS_Wizard_Ability001 (unwired).
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## C++ classes inspected
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None new this batch (Batch 1 inventory stands).
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## Assets / configs inspected
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Unreal content via MCP read-only only. No config file writes.
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| ABP_Paladin, ABP_Amazon, ABP_Cleric, ABP_Wizard | Graphs, variables, EventGraph DSL where available |
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| Attack_*_Fast_Montage (Paladin); Paladin_Ability004_Montage | Deps → notifies |
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| A_Hu_F_Combat_2H_Attack* (Amazon) | Deps → notifies |
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| Cleric_PrimaryAttack_*; Cleric_Ability002/003/004_Montage | Deps → notifies |
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| AN_Ability_001–004, AN_AttackComplete | Received_Notify DSL / bodies |
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| Cleric_Hu_M_Spell_Staff_Up_Impact_Montage | Referencers = [] |
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## Files created
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| File | Status |
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|------|--------|
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| Documentation/Archaeology/10-AnimationDependencies.md | Draft |
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None new (updated existing `10`).
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## Files updated
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| File | Status |
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|------|--------|
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| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (major Pass 6 rewrite) |
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| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
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| Documentation/Archaeology/10-AnimationDependencies.md | Draft (Pass 8 rewrite) |
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| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft |
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| Documentation/Archaeology/08-CharacterSystems.md | Draft |
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| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
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| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
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| Documentation/Archaeology/15-HandoffStatus.md | Draft |
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**03-ClassHierarchy.md not modified** (no Batch 2 structural correction required).
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**00-MCP-Capability-Calibration.md not modified.**
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**07-AbilityMigrationMatrix.md not created** (Pass 11).
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**06 not modified** (no new connected GAS interactions).
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**07 not created.**
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## Toolsets used
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EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); AssetTools (class/tags/deps/refs); BlueprintTools (graphs/events/functions/variables/find_nodes/get_node_infos/get_connected_subgraph/read_graph_dsl); ObjectTools (get_properties).
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EditorAppToolset; SceneTools; AssetTools; BlueprintTools; ObjectTools (limited). Subagents for Paladin/Amazonian/Cleric deep walks.
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## Tool limitations / failed queries
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- CustomEvent Reliable/Unreliable flags: **Unknown — MCP property visibility limitation**
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- `find_nodes(title="Comment")` returned [] — comment-box regions Unknown
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- SemanticSearch unavailable
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- Some CallMcpTool invocations initially failed when `server`/`toolName` wrapper omitted; retried successfully
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- Blocked read-only continuity queries (if any): recorded as tool limitation, not mutation
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- Montage `Notifies` property unreadable
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- Asset-registry `AnimNotifyList` empty for BP notify classes
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- `read_graph_dsl` empty on AnimGraph/state/transition graphs
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- `AssetTools.get_class` Unknown tool (used tags)
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- Some CallMcpTool batches failed schema intermittently; retried
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- Notify trigger times: Unknown — Tool Limitation
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## Contradictory evidence
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## Key Pass 8 outcomes
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1. Dual HUD: native ASC Overlay vs DEPRECATED float UpdatePlayerHUD — both active statically.
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2. DefaultAttributes: GE assets exist (incl. character orphans); BP_PlayerState=None; C++ never applies.
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3. Enemy ASC ownership vs GetASC PlayerState path — unchanged from Batch 1.
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4. Cleric Ability 004: FCanUseMana executed but Branch uses literal true — structural defect.
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## Unresolved naming ambiguities
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- Amazon vs Amazonian GE folder naming (Pass 7)
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- WBP_PlayerHUD naming — resolved class-wise; name still misleading
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## Requires Manual Editor Inspection
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- CustomEvent Reliable/Unreliable flags
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- DEPRECATED comment-box visual boundaries
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- Montage notify tracks → UseAbility*
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## Requires Runtime Inspection / PIE
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- Dual HUD behavior
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- Default attribute spawn values
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- Enemy GetASC impact
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- Cleric Ability 004 / Wizard BeginPlay Parent skip
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- Ability networking feel / reliability
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1. **UseAbility* callers resolved** — AnimNotify BPs, not AnimBP graphs.
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2. **Cleanup** for notify-driven attacks — `AN_AttackComplete` → `SetIsAttacking`.
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3. **Cleric 001/003 notifies dead** — interface unimplemented.
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4. **Pass 6 primary statuses unchanged**; qualifications recorded in `10` reclassification table.
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5. **Static networking risk** — Multicast montage notify evaluation required for hit windows.
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## Suggested next bounded task
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**Authorize Batch 4 only** (choose one or more Passes explicitly):
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**Authorize explicitly one of:**
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1. Pass 7 — GAS GE/cue/tag inventory
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2. Pass 8 — Animation / AnimNotify → UseAbility wiring
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3. Pass 4 — Frontend / session flows
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4. Pass 9 — Enemy BP AI
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2. Pass 9 — Enemy BP AI
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3. Pass 4 — Frontend / sessions
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**Do not begin** Pass 11 migration matrix or PIE until authorized.
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**Do not begin** Pass 11 or PIE until authorized.
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**Exact starting files for next model:**
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- Read: `00`, `05`, `06`, `08`, `10`, `13`, `14`, `15`
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- For Pass 7: start GE assets under `/Game/_Main/` + ASC defaults
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- For Pass 8: start montages listed in `10-AnimationDependencies.md`
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**Starting files:** `00`, `05`, `06`, `08`, `10`, `13`, `14`, `15`.
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## Confirmation
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- No Unreal assets modified
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- No source/config/map/plugin modified
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- No editor state intentionally modified (PIE not started; level/selection unchanged)
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- No work beyond Pass 6 performed
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- Waiting for explicit authorization before Batch 4
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- No editor state intentionally modified
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- No work beyond Pass 8 performed
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- Waiting for explicit authorization before Pass 7 or other Batch 4 passes
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