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
@@ -2,48 +2,44 @@
**Status: Draft**
- **Scope:** Unresolved questions after Batches 13, Batch 4A Pass 8, and Batch 4B Pass 7.
- **Inspection method:** Consolidation of static archaeology through Pass 7.
- **Scope:** Unresolved questions after Batches 13, Batch 4A4C (Passes 8, 7, 9).
- **Inspection method:** Consolidation through Pass 9.
- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies/times unreadable; GE GameplayEffectComponents unreadable; no PIE.
- **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; no PIE.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 7 (Batch 4B)
- **Next pass expected to contribute:** Pass 9 / Pass 4 / Pass 10 when authorized
- **Last completed pass:** Pass 9 (Batch 4C)
- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
## Draft tracking
### Completed sections
- Batch 13 unknowns and resolutions
- Pass 8 animation callback resolutions
- **Pass 7 resolutions:** GE inventory; orphan default attrs; tag orphan status; no GAs/cues/grants; consumable GE wiring; dual HUD/stamina debt confirmed
- Batch 13 / Pass 7 / Pass 8 resolutions
- **Pass 9 resolutions:** chase/attack Implementation Missing; empty enemy EventGraphs; stock AIController; no BT/BB/navmesh; orphan attack montage; ABP SetIsDead(false); GetASC not chase cause
### Pending sections
- Frontend/session (Pass 4)
- Enemy BP AI (Pass 9)
- Pickup deep graphs (Pass 10)
- Runtime test procedures
### Evidence still required
- PIE dual HUD / spawn attributes / potion vs combat health
- PIE possession / ApplyDamage feedback / Death state reachability
- Notify trigger times (Manual Editor)
- Interrupt vs AN_AttackComplete (PIE)
---
## Resolved in Batch 4B (Pass 7)
## Resolved in Batch 4C (Pass 9)
| Question | Resolution | Classification | Doc |
|---|---|---|---|
| Which GEs exist? | Exactly 8 under GAS/GameplayEffects | Observed Implementation | 06 |
| Are default-attribute GEs applied? | No — 0 referencers; BP_PlayerState = None; native never applies | Present but Unreferenced / Scaffolding Only | 06 |
| Default GE values? | Paladin H/M 100/100; Amazon H/S 100/100; Cleric H/M 50/200; Wizard H/M 100/150; **no Max*** | Observed Implementation | 06 |
| GE_Gunslinger? | None observed | Missing | 06 |
| Are INI tags used? | Defined; zero native/BP/GE referencers observed | Present but Unreferenced | 06 |
| Project GAs / grants / cues? | None observed (negative searches logged) | Missing / Scaffolding Only (URIRGameplayAbility) | 06 |
| What applies GEs at runtime? | Consumable EffectActors only (static path) | Partially Integrated | 06, 12 |
| Stamina overlay delegate debt? | OnStamina* properties reuse Mana signature types | Technical Debt | 11, 06 |
| Sync DEPRECATED ↔ ASC? | None observed | Missing / Incomplete Refactor | 06, 05 |
| Where does chase/attack live? | **Nowhere connected** — native + BP EventGraphs empty; BPI AddPlayerTarget/EnemyMeleeAttack unimplemented | Implementation Missing | 09 |
| AIController? | Stock `/Script/AIModule.AIController`; AutoPossessAI PlacedInWorld | Observed Implementation | 09 |
| BehaviorTree/Blackboard/Perception? | None in project | Missing | 09 |
| Navmesh in Test01? | No NavMeshBoundsVolume / RecastNavMesh | Missing (secondary) | 09 |
| Does GetASC defect cause chase failure? | **No** — chase has no ASC dependency | Observed Implementation | 09, 06 |
| Enemy attack montage? | Exists; 0 referencers | Present but Unreferenced | 09, 10 |
| Enemy death anim? | ABP Death + death anims; IsDead forced false each Update | Connected but Incomplete | 09, 10 |
| Enemy receive player damage? | No ReceiveAnyDamage / health mutation on enemy BP | Implementation Missing | 09, 05 |
---
@@ -51,14 +47,13 @@
| Confirmed finding | Issue | Runtime question |
|---|---|---|
| Enemy ASC vs GetASC PlayerState | Incomplete Refactor / Existing Baseline Defect | Do potions/effects fail on enemies? |
| Dual HUD paths | Incomplete Refactor | Which bars drive visible UI? |
| DefaultAttributes unused + orphan character GEs | Partially Implemented / Present but Unreferenced | Spawn Health/Mana = native 75/25? |
| Combat uses DEPRECATED; potions use ASC | Incomplete Refactor | Potion heal invisible to combat death? |
| Stamina/MaxStamina not Init'd | Partially Implemented | Overlay stamina bars at 0? |
| Default GEs Override Health/Mana without Max* | Technical Debt (if ever applied) | Current > Max possible? |
| Cleric 004 empty SpawnActor + mana bypass | Existing Baseline Defect | PIE behavior |
| Multicast montage notify hit windows | Technical Debt | Server eval always? |
| Chase/attack Implementation Missing | Existing Baseline Defect | Confirm idle forever when possessed |
| No navmesh in Test01 | External Dependency Missing (secondary) | Would MoveTo work after mesh bake alone? |
| AutoPossessAI PlacedInWorld | Possession Configuration Conflict for **spawned** enemies | Do spawners create uncontrolled pawns? |
| ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? |
| No enemy damage reception | Existing Baseline Defect | Player hits show nothing? |
| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy |
| Dual HUD / orphan default GEs | Incomplete Refactor | PIE attribute/UI |
---
@@ -66,30 +61,16 @@
| Question | Method | Priority |
|---|---|---|
| Enemy BP AI chase/attack | Pass 9 | High |
| Sessions / frontend | Pass 4 | Medium |
| Full pickup authority/respawn | Pass 10 | Medium |
| Notify trigger times | Manual Editor | Medium |
| Interrupt cleanup | PIE | High |
| Dual HUD + spawn attrs + potion/combat health | PIE | High |
| GE GameplayEffectComponents / cues | Manual Editor / alternate tool | Low |
---
## Tool and environment limitations
| Item | Impact |
|---|---|
| GE GameplayEffectComponents unreadable | Per-GE cue/component tags Unknown |
| Montage Notifies / AnimGraph DSL | Pass 8 limits stand |
| CustomEvent Reliable flags | Unknown |
| No PIE in Batch 4B | Runtime deferred |
| PIE: possession, ApplyDamage feedback, Death, EffectActor | PIE | High |
| ABP Death transition pins | Manual Editor | Low |
---
## Priority order for later verification
1. Pass 9enemy Blueprint AI
2. Pass 4sessions / frontend
3. Pass 10 — pickup deep dive
4. Controlled PIE — dual HUD, spawn attrs, EffectActor on player/enemy, potion vs DEPRECATED health
1. Pass 4sessions / frontend
2. Pass 10pickup deep dive
3. Controlled PIE — enemy idle/possession, player hit feedback, dual HUD, potions
4. Pass 11 — migration matrix (after Batch 4 complete)