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>
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# 06 — Partial GAS Architecture
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**Status: Draft**
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**Status: Complete**
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- **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.
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- **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 5–8 ability/anim negative GAS results.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **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.
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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:** Pass 10 (Batch 4D) — Overlay bindings + EffectActor authority static pass
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- **Next pass expected to contribute:** Pass 11 when authorized
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- **Current phase:** Phase 1 — Static Architecture (complete)
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- **Last completed pass:** Pass 11 (Batch 5) — status close; content through Pass 10
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- **Next pass expected to contribute:** Phase 2A (attribute SoT) when authorized
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## Draft tracking
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## Completion notes
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### Completed sections
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- ASC ownership + replication + InitAbilityActorInfo
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- AttributeSet inventory, replication, constructor defaults, absence of PostGameplayEffectExecute
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- Full project GE inventory (8 assets) with modifiers / duration / referencers
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- Default-attribute GE matrix + orphan status
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- Tag inventory from DefaultGameplayTags.ini + referencer status
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- Gameplay Ability / grant / activation negative searches
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- Gameplay Cue negative inventory
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- EffectActor + consumable BP wiring
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- Dual HUD path + stamina delegate type debt
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- **Pass 10:** WBP_Overlay Health/Mana bindings only; no stamina widget; EffectActor no authority; UpdatePlayerHUD unimplemented on PC
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### Pending sections
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- PIE: Overlay bars update on potion overlap; dual-resource display
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### Evidence still required
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- PIE: EffectActor vs enemy GetASC null early-out impact
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- Sphere collision GenerateOverlapEvents exact (tool limit)
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- Dual HUD path + stamina delegate type debt
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- Legacy vs GAS boundary table
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- Enemy ASC compatibility table
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- Subsystem status matrix
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### Pending sections
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- Runtime ASC attribute values after spawn (PIE)
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- Whether potion ApplyEffect succeeds on listen-server/client authority variants
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- Full WBP_Overlay bar binding node walk (beyond native controller)
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### Evidence still required
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- PIE: dual HUD coexistence; spawn Health/Mana vs native Init values
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- PIE: EffectActor vs enemy GetASC null early-out impact
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- Manual Editor: GE GameplayEffectComponents / cue slots if any
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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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---
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