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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# 08 — Character Systems
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**Status: Draft**
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**Status: Complete**
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- **Scope:** Player character Blueprint hierarchy (Pass 3), shared base architecture (Pass 5), and per-character Ability 001–004 connected-path reconstruction (Pass 6).
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- **Inspection method:** Read-only AssetTools + BlueprintTools + ObjectTools; connected subgraphs on all five playables + base correlation.
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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 4 + Pass 10 (Batch 4D) — char-select spawn correlation
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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) — migration matrix correlates; static content through Pass 4/10
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- **Next pass expected to contribute:** Phase 2C when authorized
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## Draft tracking
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## Completion notes
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### Completed sections
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- Native player chain + ASC ownership (Batch 1)
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- Blueprint parent chains and structural sheets for five playables + base
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- Shared input / RPC / death / HUD / multicast architecture
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- Interface BPI_PlayerCharacter surface
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- Override matrix (which Server_Ability events children implement)
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- Pass 6 Ability 001–004 path reconstruction
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- Pass 8: AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md`
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- **Pass 7:** Character DefaultAttributes GEs orphaned; no per-character ASC grant; Gunslinger still no GE
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- **Pass 4:** Char-select offers Paladin/Wizard/Cleric/Amazonian only (Gunslinger absent); DefaultPawn=None → PlayerFirstSpawn
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### Pending sections
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- Weapon component deep dive if separate assets exist beyond overlaps
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- Gunslinger intended design (no static implementation)
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### Evidence still required
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- Notify trigger times (Manual Editor)
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- Interrupt cleanup if AN_AttackComplete skipped
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- PIE spawn attribute values vs orphan default GEs
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- Remote-client character-select visibility
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Static character-system archaeology is complete. Gunslinger design and weapon deep dive are **Defer pending design decision**. Runtime interrupt/select/attribute tests: doc `13`. Migration dispositions: doc `07`.
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---
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