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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# 10 — Animation Dependencies
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**Status: Draft**
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**Status: Complete**
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- **Scope:** Animation Blueprints, Montages, AnimNotify Blueprints for playable characters (Pass 8) plus enemy AnimBP/montage findings required by Pass 9 combat archaeology.
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- **Last completed pass:** Pass 9 (Batch 4C) — enemy animation seed
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- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture (complete)
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- **Last completed pass:** Pass 11 (Batch 5) — status close; static content Pass 8–9. **Superseded:** earlier “next = Pass 4/10” — Batch 4D completed without changing animation findings.
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- **Next pass expected to contribute:** Phase 2B cleanup contracts / Manual Editor notify times when authorized
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## Draft tracking
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## Completion notes
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### Completed sections
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- Per-character AnimBP architecture table (playables)
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- Per-ability Montage + notify tables
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- AnimNotify/callback inventory (`AN_Ability_001–004`, `AN_AttackComplete`)
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- Resolved UseAbility* callers
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- Pass 6 reclassification table
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- Cleanup via `AN_AttackComplete` → `SetIsAttacking`
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- Networking/authority static notes
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- Wizard / Gunslinger animation dependency confirmation
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- **Pass 9:** `ABP_Skeleton` locomotion/Death; `Anim_SkeletonAttackMontage` orphan; `SetIsDead(false)` every Update
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### Pending sections
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- Exact notify trigger times / track indices (Requires Manual Editor Inspection)
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- Montage section names / blend / root-motion flags
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- ABP_Skeleton Death transition rule pin details
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### Evidence still required
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- Manual editor confirmation of notify timing windows
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- Whether interrupted montages skip `AN_AttackComplete` (static risk only)
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- Gunslinger mesh AnimClass assignment on CDO (data-only; deps show no AnimBP)
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Static animation-dependency archaeology is complete. Notify trigger times, interrupt skip of `AN_AttackComplete`, and Gunslinger AnimClass remain runtime/Manual Editor (`13`).
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---
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