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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@@ -218,7 +218,11 @@ Reliability: **Unknown — MCP property visibility limitation** for all CustomEv
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| Default spawn resources | Not from abilities | Orphan `GE_*_DefaultAttributes`; native AttributeSet Init* used | Defaults unreachable via GE |
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| UI | Server_UpdateHUD DEPRECATED % | OverlayWidgetController ASC | Dual, unsynchronized |
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Full matrices: `06-PartialGASArchitecture.md`. Ability status labels from Pass 6/8 are **unchanged** by Pass 7.
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### Pass 9 — Player ApplyDamage vs enemy reception
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Playable Paladin/Amazonian/Cleric attacks apply `ApplyDamage` (Pass 6). Enemy Blueprints implement **no** `ReceiveAnyDamage` / health mutation / death. Enemy ASC Health is not bridged from ApplyDamage. **Static implication:** player attack damage paths have **no observed enemy health/death consumer** — Existing Baseline Defect on the enemy side; player attack graph status unchanged.
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Full matrices: `06-PartialGASArchitecture.md`, `09-EnemyAI-StaticAnalysis.md`. Ability status labels from Pass 6/8 are **unchanged** by Pass 7/9.
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