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
@@ -218,7 +218,11 @@ Reliability: **Unknown — MCP property visibility limitation** for all CustomEv
| Default spawn resources | Not from abilities | Orphan `GE_*_DefaultAttributes`; native AttributeSet Init* used | Defaults unreachable via GE |
| UI | Server_UpdateHUD DEPRECATED % | OverlayWidgetController ASC | Dual, unsynchronized |
Full matrices: `06-PartialGASArchitecture.md`. Ability status labels from Pass 6/8 are **unchanged** by Pass 7.
### Pass 9 — Player ApplyDamage vs enemy reception
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.
Full matrices: `06-PartialGASArchitecture.md`, `09-EnemyAI-StaticAnalysis.md`. Ability status labels from Pass 6/8 are **unchanged** by Pass 7/9.
---