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
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# 08 — Character Systems
**Status: Draft**
**Status: Complete**
- **Scope:** Player character Blueprint hierarchy (Pass 3), shared base architecture (Pass 5), and per-character Ability 001004 connected-path reconstruction (Pass 6).
- **Inspection method:** Read-only AssetTools + BlueprintTools + ObjectTools; connected subgraphs on all five playables + base correlation.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 4 + Pass 10 (Batch 4D) — char-select spawn correlation
- **Next pass expected to contribute:** Pass 11 when authorized
- **Current phase:** Phase 1 — Static Architecture (complete)
- **Last completed pass:** Pass 11 (Batch 5) — migration matrix correlates; static content through Pass 4/10
- **Next pass expected to contribute:** Phase 2C when authorized
## Draft tracking
## Completion notes
### Completed sections
- Native player chain + ASC ownership (Batch 1)
- Blueprint parent chains and structural sheets for five playables + base
- Shared input / RPC / death / HUD / multicast architecture
- Interface BPI_PlayerCharacter surface
- Override matrix (which Server_Ability events children implement)
- Pass 6 Ability 001004 path reconstruction
- Pass 8: AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md`
- **Pass 7:** Character DefaultAttributes GEs orphaned; no per-character ASC grant; Gunslinger still no GE
- **Pass 4:** Char-select offers Paladin/Wizard/Cleric/Amazonian only (Gunslinger absent); DefaultPawn=None → PlayerFirstSpawn
### Pending sections
- Weapon component deep dive if separate assets exist beyond overlaps
- Gunslinger intended design (no static implementation)
### Evidence still required
- Notify trigger times (Manual Editor)
- Interrupt cleanup if AN_AttackComplete skipped
- PIE spawn attribute values vs orphan default GEs
- Remote-client character-select visibility
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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