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>
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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.
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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 5 (Batch 2)
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- **Next pass expected to contribute:** Batch 3 Pass 6 (per-character ability graphs)
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- **Last completed pass:** Pass 9 (Batch 4C) — enemy hierarchy/control expanded
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- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
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## Draft tracking
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@@ -19,15 +19,14 @@
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- Interface inventory under `/Game/_Main/Blueprints/Interfaces`
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- WBP_PlayerHUD asset-class resolution (AHUD, not UserWidget)
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- BP_PlayerState DefaultAttributesGameplayEffect = None
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- **Pass 9:** Enemy EventGraphs empty; stock AIController; BPI partial; no BT/BB
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### Pending sections
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- Deep child ability graphs (Pass 6)
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- Enemy AI graph deep dive (Pass 9)
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- Frontend/session graphs (Pass 4)
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### Evidence still required
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- Exact CustomEvent reliable flags
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- Who invokes `PlayerDeath` from damage
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- PIE possession of placed skeletons
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- CommonUI content usage
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---
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@@ -110,16 +109,18 @@ See Batch 1 sections for `ARIRBaseCharacter`, `ARIRPlayerCharacter`, `ARIRBaseEn
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---
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## 3. Enemy Blueprint hierarchy (Pass 3 seed)
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## 3. Enemy Blueprint hierarchy (Pass 3 + Pass 9)
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| Asset | Parent | Interface | Graphs | Vars | Implemented events |
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|-------|--------|-----------|--------|------|--------------------|
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| `/Game/_Main/Blueprints/Characters/Enemies/BP_EnemyCharacterBase` | RIRBaseEnemyCharacter | — | UCS, EventGraph | [] | BeginPlay, Tick, ActorBeginOverlap |
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| `/Game/_Main/Blueprints/Characters/Enemies/Skeleton/BP_Enemy_Skeleton` | BP_EnemyCharacterBase_C | BPI_EnemyCharacter (GetEnemyREF) | UCS, EventGraph, GetEnemyREF | [] | BeginPlay, Tick, ActorBeginOverlap |
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| Asset | Parent | Interface | Graphs | Vars | Implemented events | Pass 9 body |
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|-------|--------|-----------|--------|------|--------------------|-------------|
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| `/Game/_Main/Blueprints/Characters/Enemies/BP_EnemyCharacterBase` | RIRBaseEnemyCharacter | — | UCS, EventGraph | [] | BeginPlay, Tick, ActorBeginOverlap | **Empty** (unconnected) |
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| `/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 |
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**Deps (Skeleton):** SKM_Skeleton_Guard_Body, BPI_EnemyCharacter, BP_EnemyCharacterBase, ABP_Skeleton, REALMSINRUIN
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**Control (CDO + C_1 instance):** `AIControllerClass=/Script/AIModule.AIController`; `AutoPossessAI=PlacedInWorld`.
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Deep AI graph analysis deferred to Pass 9.
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**Deps (Skeleton):** SKM_Skeleton_Guard_Body, BPI_EnemyCharacter, BP_EnemyCharacterBase, ABP_Skeleton, REALMSINRUIN.
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**Pass 9:** No BehaviorTree/Blackboard/custom AIController in project. Chase/attack **Implementation Missing**. Full analysis: `09-EnemyAI-StaticAnalysis.md`.
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---
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