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
@@ -1,33 +1,16 @@
# 10 — Animation Dependencies
**Status: Draft**
**Status: Complete**
- **Scope:** Animation Blueprints, Montages, AnimNotify Blueprints for playable characters (Pass 8) plus enemy AnimBP/montage findings required by Pass 9 combat archaeology.
- **Last completed pass:** Pass 9 (Batch 4C) — enemy animation seed
- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture (complete)
- **Last completed pass:** Pass 11 (Batch 5) — status close; static content Pass 89. **Superseded:** earlier “next = Pass 4/10” — Batch 4D completed without changing animation findings.
- **Next pass expected to contribute:** Phase 2B cleanup contracts / Manual Editor notify times when authorized
## Draft tracking
## Completion notes
### Completed sections
- Per-character AnimBP architecture table (playables)
- Per-ability Montage + notify tables
- AnimNotify/callback inventory (`AN_Ability_001004`, `AN_AttackComplete`)
- Resolved UseAbility* callers
- Pass 6 reclassification table
- Cleanup via `AN_AttackComplete``SetIsAttacking`
- Networking/authority static notes
- Wizard / Gunslinger animation dependency confirmation
- **Pass 9:** `ABP_Skeleton` locomotion/Death; `Anim_SkeletonAttackMontage` orphan; `SetIsDead(false)` every Update
### Pending sections
- Exact notify trigger times / track indices (Requires Manual Editor Inspection)
- Montage section names / blend / root-motion flags
- ABP_Skeleton Death transition rule pin details
### Evidence still required
- Manual editor confirmation of notify timing windows
- Whether interrupted montages skip `AN_AttackComplete` (static risk only)
- Gunslinger mesh AnimClass assignment on CDO (data-only; deps show no AnimBP)
Static animation-dependency archaeology is complete. Notify trigger times, interrupt skip of `AN_AttackComplete`, and Gunslinger AnimClass remain runtime/Manual Editor (`13`).
---