Document Batch 4C Pass 9 enemy AI archaeology: missing chase and attack implementation.

Records empty enemy EventGraphs, stock AIController possession, orphan attack montage, and separates GetASC defect from chase/attack failure.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 21:46:08 -07:00
co-authored by Cursor
parent e50c8032ef
commit 53315574a4
8 changed files with 354 additions and 216 deletions
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- **Tool or visibility limitations:** Inherited Blueprint variables require querying each parent; CustomEvent FunctionFlags not exposed via ObjectTools; Gunslinger FiB/IsDataOnly anomaly.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 5 (Batch 2)
- **Next pass expected to contribute:** Batch 3 Pass 6 (per-character ability graphs)
- **Last completed pass:** Pass 9 (Batch 4C) — enemy hierarchy/control expanded
- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
## Draft tracking
@@ -19,15 +19,14 @@
- Interface inventory under `/Game/_Main/Blueprints/Interfaces`
- WBP_PlayerHUD asset-class resolution (AHUD, not UserWidget)
- BP_PlayerState DefaultAttributesGameplayEffect = None
- **Pass 9:** Enemy EventGraphs empty; stock AIController; BPI partial; no BT/BB
### Pending sections
- Deep child ability graphs (Pass 6)
- Enemy AI graph deep dive (Pass 9)
- Frontend/session graphs (Pass 4)
### Evidence still required
- Exact CustomEvent reliable flags
- Who invokes `PlayerDeath` from damage
- PIE possession of placed skeletons
- CommonUI content usage
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@@ -110,16 +109,18 @@ See Batch 1 sections for `ARIRBaseCharacter`, `ARIRPlayerCharacter`, `ARIRBaseEn
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## 3. Enemy Blueprint hierarchy (Pass 3 seed)
## 3. Enemy Blueprint hierarchy (Pass 3 + Pass 9)
| Asset | Parent | Interface | Graphs | Vars | Implemented events |
|-------|--------|-----------|--------|------|--------------------|
| `/Game/_Main/Blueprints/Characters/Enemies/BP_EnemyCharacterBase` | RIRBaseEnemyCharacter | — | UCS, EventGraph | [] | BeginPlay, Tick, ActorBeginOverlap |
| `/Game/_Main/Blueprints/Characters/Enemies/Skeleton/BP_Enemy_Skeleton` | BP_EnemyCharacterBase_C | BPI_EnemyCharacter (GetEnemyREF) | UCS, EventGraph, GetEnemyREF | [] | BeginPlay, Tick, ActorBeginOverlap |
| Asset | Parent | Interface | Graphs | Vars | Implemented events | Pass 9 body |
|-------|--------|-----------|--------|------|--------------------|-------------|
| `/Game/_Main/Blueprints/Characters/Enemies/BP_EnemyCharacterBase` | RIRBaseEnemyCharacter | — | UCS, EventGraph | [] | BeginPlay, Tick, ActorBeginOverlap | **Empty** (unconnected) |
| `/Game/_Main/Blueprints/Characters/Enemies/Skeleton/BP_Enemy_Skeleton` | BP_EnemyCharacterBase_C | BPI_EnemyCharacter (GetEnemyREF only) | UCS, EventGraph, GetEnemyREF | [] | BeginPlay, Tick, ActorBeginOverlap | **Empty**; GetEnemyREF→self |
**Deps (Skeleton):** SKM_Skeleton_Guard_Body, BPI_EnemyCharacter, BP_EnemyCharacterBase, ABP_Skeleton, REALMSINRUIN
**Control (CDO + C_1 instance):** `AIControllerClass=/Script/AIModule.AIController`; `AutoPossessAI=PlacedInWorld`.
Deep AI graph analysis deferred to Pass 9.
**Deps (Skeleton):** SKM_Skeleton_Guard_Body, BPI_EnemyCharacter, BP_EnemyCharacterBase, ABP_Skeleton, REALMSINRUIN.
**Pass 9:** No BehaviorTree/Blackboard/custom AIController in project. Chase/attack **Implementation Missing**. Full analysis: `09-EnemyAI-StaticAnalysis.md`.
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