Document Pass 11 Phase 1 synthesis and close static archaeology.

Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 23:40:52 -07:00
co-authored by Cursor
parent 48d7a75149
commit aa0058a018
15 changed files with 2368 additions and 359 deletions
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# 06 — Partial GAS Architecture
**Status: Draft**
**Status: Complete**
- **Scope:** Complete static archaeology of partial GAS: ASC ownership, AttributeSet, Gameplay Effects, tags, cues, grant/activation absence, EffectActor boundary, legacy/GAS resource conflict, enemy ASC accessor defect.
- **Inspection method:** Native C++ read of all GAS-related Source/REALMSINRUIN files; AssetTools find/deps/refs; ObjectTools CDO properties / search_subclasses; BlueprintTools EventGraph DSL on consumable BPs; GameplayTagsToolset (read-only); prior Pass 58 ability/anim negative GAS results.
- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- **Tool or visibility limitations:** `GameplayEffectComponents` array unreadable via ObjectTools (cues/component tags Unknown on GE CDOs); BlueprintGeneratedClass CDO sometimes rejects duration/modifier property names depending on load path — modifiers recovered via successful GE CDO queries on Default__ / generated class where available; no PIE.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 10 (Batch 4D) — Overlay bindings + EffectActor authority static pass
- **Next pass expected to contribute:** Pass 11 when authorized
- **Current phase:** Phase 1 — Static Architecture (complete)
- **Last completed pass:** Pass 11 (Batch 5) — status close; content through Pass 10
- **Next pass expected to contribute:** Phase 2A (attribute SoT) when authorized
## Draft tracking
## Completion notes
### Completed sections
- ASC ownership + replication + InitAbilityActorInfo
- AttributeSet inventory, replication, constructor defaults, absence of PostGameplayEffectExecute
- Full project GE inventory (8 assets) with modifiers / duration / referencers
- Default-attribute GE matrix + orphan status
- Tag inventory from DefaultGameplayTags.ini + referencer status
- Gameplay Ability / grant / activation negative searches
- Gameplay Cue negative inventory
- EffectActor + consumable BP wiring
- Dual HUD path + stamina delegate type debt
- **Pass 10:** WBP_Overlay Health/Mana bindings only; no stamina widget; EffectActor no authority; UpdatePlayerHUD unimplemented on PC
### Pending sections
- PIE: Overlay bars update on potion overlap; dual-resource display
### Evidence still required
- PIE: EffectActor vs enemy GetASC null early-out impact
- Sphere collision GenerateOverlapEvents exact (tool limit)
- Dual HUD path + stamina delegate type debt
- Legacy vs GAS boundary table
- Enemy ASC compatibility table
- Subsystem status matrix
### Pending sections
- Runtime ASC attribute values after spawn (PIE)
- Whether potion ApplyEffect succeeds on listen-server/client authority variants
- Full WBP_Overlay bar binding node walk (beyond native controller)
### Evidence still required
- PIE: dual HUD coexistence; spawn Health/Mana vs native Init values
- PIE: EffectActor vs enemy GetASC null early-out impact
- Manual Editor: GE GameplayEffectComponents / cue slots if any
Static GAS archaeology for Phase 1 is complete (subsystem matrix, GE inventory, tags/cues negatives, dual-resource boundary, enemy GetASC). PIE Overlay/potion/authority tests deferred to doc `13`.
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