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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- **Scope:** Authoritative cross-model continuation document for Phase 1.
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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 / batch:** Batch 4B (Pass 7)
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- **Next authorized work:** Wait for user — recommend **Pass 9** (enemy AI) or **Pass 4** (sessions) as separately authorized
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- **Last completed pass / batch:** Batch 4C (Pass 9)
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- **Next authorized work:** Wait for user — recommend **Batch 4D** (Pass 4 sessions and/or Pass 10 pickups) as separately authorized
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## Phase completed
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| Item | Value |
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|------|--------|
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| Phase | Phase 1 — Static Architecture (in progress) |
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| Batch completed | Batch 4B — Partial GAS architecture |
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| Passes completed | Pass 7 |
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| Batch completed | Batch 4C — Enemy AI static analysis |
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| Passes completed | Pass 9 |
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| Date completed | 2026-07-16 |
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| Model identifier | Cursor Grok 4.5 |
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@@ -22,103 +22,90 @@
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## Repository integrity
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### Starting state (Batch 4B)
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### Starting state (Batch 4C)
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- **Git:** Clean (`git status --short` empty; diffs empty).
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- **Baseline commits include:** `4e926d1c` Batch 4A Pass 8 animation archaeology.
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- **Authorization:** Batch 4A committed before start.
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- **Baseline includes:** `e50c8032` Batch 4B Pass 7 GAS archaeology.
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- **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`.
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### Ending state (Batch 4B close)
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### Ending state (Batch 4C close)
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- Modified files: Markdown only under `Documentation/Archaeology/` (listed below).
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- No source, config, plugin, map, or Unreal asset writes.
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- Modified files: Markdown under `Documentation/Archaeology/` (listed below).
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- **Unexpected working-tree changes (not caused by Pass 9; not reverted):**
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- Deleted: `Migration-Notes/UE54-Baseline.md`
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- Untracked: `Documentation/Migration-Notes/`
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- No Unreal assets, source, config, plugins, or maps modified by this batch.
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- PIE not started; level and selection unchanged.
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- Ending Git: only authorized Archaeology Markdown dirty.
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- Ending Git: Archaeology Markdown dirty **plus** the unexpected Migration-Notes paths above.
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---
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## Areas fully inspected (Batch 4B)
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## Areas fully inspected (Batch 4C)
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- Native: RIRPlayerState, RIRPlayerCharacter, RIRBaseCharacter, RIRBaseEnemyCharacter, RIRAttributeSet, RIRGameplayAbility, RIRAbilitySystemComponent, RIREffectActor, RIRHUD, OverlayWidgetController
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- All 8 GE assets under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/`
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- BP_PlayerState DefaultAttributes property
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- Consumable EffectActor subclasses + HealthPotion apply graph
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- DefaultGameplayTags.ini + tag/cue/GA negative searches
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- search_subclasses for GA, cue notifies, MMC, ExecutionCalculation
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- `ARIRBaseEnemyCharacter` / `ARIRBaseCharacter` GetASC / `ITargetInterface`
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- `BP_EnemyCharacterBase` + `BP_Enemy_Skeleton` EventGraphs, GetEnemyREF, CDO control
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- `BPI_EnemyCharacter` (GetEnemyREF / AddPlayerTarget / EnemyMeleeAttack)
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- Placed `BP_Enemy_Skeleton_C_1` controller/possession props
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- Project-wide BT/BB/StateTree/EQS/AIPerception/AIController subclass searches
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- Test01 NavMeshBoundsVolume / RecastNavMesh absence
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- `ABP_Skeleton` EventGraph + deps; `Anim_SkeletonAttackMontage` referencers
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## Areas partially inspected
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- ManaPotion / ManaCrystal / OrangeSlice EventGraphs (refs + agent; HealthPotion DSL verified)
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- WBP_Overlay Blueprint bar bindings (native controller only)
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- GE GameplayEffectComponents (unreadable)
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- `BP_Enemy_Skeleton_C_0` (presence only)
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- ABP Death transition pin details (AnimGraph DSL empty)
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- CharacterMovement orient flags (partially unreadable)
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## Areas not yet inspected
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- Pass 4 frontend/sessions
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- Pass 9 enemy BP AI
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- Pass 10 full pickup deep dive
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- Pass 11 migration matrix
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- PIE / runtime
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---
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## Files created
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None.
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## Files updated
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| File | Status |
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|------|--------|
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| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft (Pass 7 rewrite) |
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| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (boundary note) |
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| Documentation/Archaeology/08-CharacterSystems.md | Draft |
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| Documentation/Archaeology/11-UI-HUD-And-Sessions.md | Draft |
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| Documentation/Archaeology/12-Pickups-And-Effects.md | Draft |
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| Documentation/Archaeology/09-EnemyAI-StaticAnalysis.md | Draft (Pass 9 rewrite) |
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| Documentation/Archaeology/03-ClassHierarchy.md | Draft |
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| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (enemy ApplyDamage note) |
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| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
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| Documentation/Archaeology/10-AnimationDependencies.md | Draft |
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| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
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| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
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| Documentation/Archaeology/15-HandoffStatus.md | Draft |
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**10-AnimationDependencies.md not modified** (no new animation↔GAS interaction).
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**07-AbilityMigrationMatrix.md not created.**
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**12 not modified** (no new EffectActor evidence beyond Pass 7).
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**07 not created.**
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## Toolsets used
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## Key Pass 9 outcomes
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EditorAppToolset; SceneTools; AssetTools; ObjectTools; BlueprintTools; GameplayTagsToolset / GameplayCueToolset (read-only via subagents).
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## Tool limitations / failed queries
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- `GameplayEffectComponents` unreadable on GE CDOs
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- Some ObjectTools property-name batches on BlueprintGeneratedClass failed until Default__/alternate load path used by subagent
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- search_subclasses requires `base_class` + `class_name` (not `parent_class`)
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- No PIE
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## Key Pass 7 outcomes
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1. **Only active GE application path:** consumable EffectActors (potions/food).
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2. **All four character DefaultAttributes GEs orphaned**; BP_PlayerState = None.
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3. **No project GAs, grants, cues, MMC, ExecutionCalculations.**
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4. **All 12 INI gameplay tags unreferenced.**
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5. **Dual HUD + no DEPRECATED↔ASC sync** confirmed as migration boundary.
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6. **Enemy GetASC defect** remains static Incomplete Refactor affecting EffectActor on enemies.
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1. **Chase primary classification: Implementation Missing** (empty Tick/Overlap; no MoveTo; no target acquisition).
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2. **Attack primary classification: Implementation Missing** (EnemyMeleeAttack unimplemented; orphan montage).
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3. **Stock AIController + PlacedInWorld** — possession may occur; no behavior.
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4. **No BT/BB/Perception/navmesh** in project / Test01.
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5. **GetASC defect is separate** — does not cause chase/attack failure.
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6. **ABP SetIsDead(false)** every Update — death path incomplete.
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7. **Player ApplyDamage has no enemy health/death consumer** statically.
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## Suggested next bounded task
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**Authorize explicitly one of:**
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**Authorize Batch 4D explicitly**, e.g.:
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1. Pass 9 — Enemy BP AI
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2. Pass 4 — Frontend / sessions
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3. Pass 10 — Pickup deep dive
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1. Pass 4 — Frontend / sessions
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2. Pass 10 — Pickup deep dive
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**Do not begin** Pass 11 or PIE until authorized.
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**Starting files:** `00`, `06`, `08`, `09`, `12`, `13`, `14`, `15`.
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**Starting files:** `00`, `09`, `11`, `12`, `13`, `14`, `15`.
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## Confirmation
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- No Unreal assets modified
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- No source/config/map/plugin modified
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- No editor state intentionally modified
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- No work beyond Pass 7 performed
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- Waiting for explicit authorization before Pass 9 or other passes
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- No work beyond Pass 9 performed
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- Waiting for explicit authorization before Batch 4D
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