From e50c8032eff92e22a43a71015af27323375f3b2b Mon Sep 17 00:00:00 2001 From: Trevor Date: Thu, 16 Jul 2026 21:29:19 -0700 Subject: [PATCH] Document Batch 4B Pass 7 partial GAS archaeology: effects, tags, and legacy boundaries. Inventories Gameplay Effects, orphan default attributes, missing abilities/cues, and consumable EffectActor wiring without modifying Unreal assets. Co-authored-by: Cursor --- .../05-LegacyAbilityArchitecture.md | 21 +- .../Archaeology/06-PartialGASArchitecture.md | 300 +++++++++++++----- .../Archaeology/08-CharacterSystems.md | 13 +- .../Archaeology/11-UI-HUD-And-Sessions.md | 31 +- .../Archaeology/12-Pickups-And-Effects.md | 42 ++- .../13-Unknowns-And-RuntimeQuestions.md | 91 +++--- Documentation/Archaeology/14-EvidenceIndex.md | 45 +-- Documentation/Archaeology/15-HandoffStatus.md | 99 +++--- 8 files changed, 402 insertions(+), 240 deletions(-) diff --git a/Documentation/Archaeology/05-LegacyAbilityArchitecture.md b/Documentation/Archaeology/05-LegacyAbilityArchitecture.md index ddb46e58..3c945c23 100644 --- a/Documentation/Archaeology/05-LegacyAbilityArchitecture.md +++ b/Documentation/Archaeology/05-LegacyAbilityArchitecture.md @@ -2,14 +2,14 @@ **Status: Draft** -- **Scope:** Shared `BP_PlayerCharacterBase` ability architecture (Batch 2) plus per-character Ability 001–004 connected-path reconstruction (Batch 3 Pass 6), qualified by animation-notify wiring (Batch 4A Pass 8). -- **Inspection method:** BlueprintTools connected subgraphs (Pass 6); AnimNotify `Received_Notify` DSL + montage dependency/referencer graphs (Pass 8). +- **Scope:** Shared `BP_PlayerCharacterBase` ability architecture (Batch 2) plus per-character Ability 001–004 connected-path reconstruction (Batch 3 Pass 6), qualified by animation-notify wiring (Batch 4A Pass 8) and Pass 7 legacy/GAS boundary clarification. +- **Inspection method:** BlueprintTools connected subgraphs (Pass 6); AnimNotify `Received_Notify` DSL + montage dependency/referencer graphs (Pass 8); Pass 7 GAS GE/ASC inventory correlation. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. - **Tool or visibility limitations:** CustomEvent Reliable flags not exposed; Montage Notifies array / trigger times unreadable via ObjectTools; AnimGraph DSL empty. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass:** Pass 8 (Batch 4A) -- **Next pass expected to contribute:** Pass 7 (GAS) when authorized +- **Last completed pass:** Pass 7 (Batch 4B) — boundary clarification only; ability tables unchanged +- **Next pass expected to contribute:** Pass 11 migration matrix / other Batch 4 passes when authorized ## Draft tracking @@ -23,6 +23,7 @@ - Resource / damage / projectile inventories - Montage dependency seeds - **Pass 8:** UseAbility* callers resolved (`AN_Ability_001–004`); `AN_AttackComplete` cleanup; Pass 6 reclassification table in `10` +- **Pass 7:** Legacy vs GAS dual-resource boundary clarified (no ability-graph GE/ASC usage) ### Pending sections - Cross-character migration matrix (Pass 11 → doc 07) @@ -33,6 +34,7 @@ - Notify trigger times (Manual Editor Inspection) - FCanUseMana implementation body (call sites only) - Client_Charge timeline numeric details +- PIE: potion ASC Health vs DEPRECATED_CurrentHealth divergence --- @@ -207,6 +209,17 @@ Reliability: **Unknown — MCP property visibility limitation** for all CustomEv **No ASC attribute reads/writes in ability graphs.** No GameplayAbility grant/activate. +### Pass 7 — Legacy vs GAS boundary (clarification) + +| Concern | Legacy ability path | GAS path | Sync | +|---|---|---|---| +| Combat damage / heal | ApplyDamage / DEPRECATED_Recover* | Consumable GEs only (potions/food) | **None observed** | +| Mana cost | DEPRECATED floats + FCanUseMana | Attribute Mana modified by potions only | **None observed** | +| Default spawn resources | Not from abilities | Orphan `GE_*_DefaultAttributes`; native AttributeSet Init* used | Defaults unreachable via GE | +| UI | Server_UpdateHUD DEPRECATED % | OverlayWidgetController ASC | Dual, unsynchronized | + +Full matrices: `06-PartialGASArchitecture.md`. Ability status labels from Pass 6/8 are **unchanged** by Pass 7. + --- ## Authority / networking findings (flags, no fixes) diff --git a/Documentation/Archaeology/06-PartialGASArchitecture.md b/Documentation/Archaeology/06-PartialGASArchitecture.md index a7d2f798..0c687861 100644 --- a/Documentation/Archaeology/06-PartialGASArchitecture.md +++ b/Documentation/Archaeology/06-PartialGASArchitecture.md @@ -2,116 +2,256 @@ **Status: Draft** -- **Scope:** Native GAS scaffolding (Batch 1) plus Batch 2 Blueprint seeds: BP_PlayerState defaults, legacy ability confirmation, dual HUD attribute paths. -- **Inspection method:** Native C++ read; Batch 2 ObjectTools on `BP_PlayerState` CDO; BlueprintTools on `BP_PlayerCharacterBase` for ASC/GA absence in ability graphs. +- **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. +- **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. +- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. +- **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. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass:** Pass 6 (Batch 3) -- **Next pass expected to contribute:** Batch 4 Pass 7 (GE/cue inventory) +- **Last completed pass:** Pass 7 (Batch 4B) +- **Next pass expected to contribute:** Pass 9 (enemy) / Pass 10 (pickup graphs deep) / Pass 4 when authorized — not auto-started ## Draft tracking ### Completed sections -- ASC ownership split (player PlayerState vs enemy character) -- Replication modes -- Actor-info initialization -- Attribute inventory + constructor defaults -- URIRGameplayAbility empty + no subclasses -- EffectActor ApplyEffectToTarget mechanism -- Project gameplay tags from config -- **BP_PlayerState `DefaultAttributesGameplayEffect` = None** (Pass 3) -- Confirmation: abilities remain legacy BP `Server_Ability_*` (Pass 5–6 / doc 05) -- **Pass 6:** No ASC activate/grant/GameplayEffect apply in any connected ability path on five playables +- ASC ownership + replication + InitAbilityActorInfo +- AttributeSet inventory, replication, constructor defaults, absence of PostGameplayEffectExecute +- Full project GE inventory (8 assets) with modifiers / duration / referencers +- Default-attribute GE matrix + orphan status +- Tag inventory from DefaultGameplayTags.ini + referencer status +- Gameplay Ability / grant / activation negative searches +- Gameplay Cue negative inventory +- EffectActor + consumable BP wiring +- Dual HUD path + stamina delegate type debt +- Legacy vs GAS boundary table +- Enemy ASC compatibility table +- Subsystem status matrix ### Pending sections -- Default attribute GE CDO modifiers per character (Pass 7) -- Gameplay Cue inventory -- Tag referencers -- Runtime ASC state (PIE-gated) +- Runtime ASC attribute values after spawn (PIE) +- Whether potion ApplyEffect succeeds on listen-server/client authority variants +- Full WBP_Overlay bar binding node walk (beyond native controller) ### Evidence still required -- Whether any other actor/BP applies default-attribute GEs at spawn -- Whether OverlayWidgetController path and DEPRECATED HUD path both run in PIE -- Full GE asset inventory and referencer map (Pass 7) +- PIE: dual HUD coexistence; spawn Health/Mana vs native Init values +- PIE: EffectActor vs enemy GetASC null early-out impact +- Manual Editor: GE GameplayEffectComponents / cue slots if any --- -## Distinctions +## 1. GAS subsystem status matrix -| Layer | Status | Evidence | -|-------|--------|----------| -| GAS infrastructure | Present | ASC, AttributeSet, IAbilitySystemInterface, EffectActor | -| GAS data | Partially present | Tags in INI; GE assets exist (calibration); DefaultAttributes property | -| GAS runtime abilities | Not observed | No URIRGameplayAbility subclasses; no GA assets; base EventGraph has no ASC activate | -| Legacy BP abilities | **Documented (Batch 2)** | `05-LegacyAbilityArchitecture.md`: IA → Server_Ability_* → Multicast montage | +| Subsystem | Status | Exact implementation | Active reference path | Conflict or gap | Evidence | +|---|---|---|---|---|---| +| Player ASC ownership | **Active** | `ARIRPlayerState` creates `URIRAbilitySystemComponent`; Mixed replication | Character caches ASC from PlayerState in `InitAbilityActorInfo` | None for players | RIRPlayerState.cpp | +| Enemy ASC ownership | **Active** (component) | `ARIRBaseEnemyCharacter` creates ASC + AttributeSet; Minimal replication; `InitAbilityActorInfo(this,this)` in BeginPlay | Direct component on enemy | Conflicts with interface GetASC | RIRBaseEnemyCharacter.cpp | +| Actor-info initialization | **Active** | Player: PossessedBy + OnRep_PlayerState; Enemy: BeginPlay | Observed Implementation | — | RIRPlayerCharacter.cpp; RIRBaseEnemyCharacter.cpp | +| AttributeSet replication | **Active** | All six attrs DOREPLIFETIME + OnRep | Overlay binds change delegates | Stamina/MaxStamina not Init'd in ctor | RIRAttributeSet.cpp | +| Default attribute initialization | **Scaffolding Only / Present but Unreferenced** | Property `DefaultAttributesGameplayEffect` on PlayerState; four character GE assets | **None** — BP_PlayerState = None; GE_*_DefaultAttributes referencers [] | Spawn uses native InitHealth/Mana only | ObjectTools; get_referencers | +| Runtime attribute modification | **Partially Integrated** | Consumable GEs via EffectActor ApplyGameplayEffectSpecToSelf | Potion/food overlap → ApplyEffectToTarget | Abilities use ApplyDamage / DEPRECATED floats, not GE | BP_HealthPotion DSL; Pass 5–6 | +| Gameplay Ability classes | **Scaffolding Only** | `URIRGameplayAbility` InstancedPerActor only | No project subclass beyond engine jump/montage | No discrete GA assets (`GA_` find = []) | search_subclasses; find_assets | +| Ability granting | **Missing** | No GiveAbility / StartupAbilities / AbilitySet | None observed | — | Source grep; find_assets; BP find_nodes | +| Ability activation | **Missing** | No TryActivateAbility in native or playable ability graphs | Legacy `Server_Ability_*` instead | — | Pass 5–6; Pass 7 searches | +| Ability costs / cooldowns | **Missing** | No GA cost/cooldown classes | Mana cost is DEPRECATED float + FCanUseMana | — | Pass 6 | +| Gameplay Effects | **Partially Integrated** | 8 GE BPs under GAS/GameplayEffects | 4 consumable GEs assigned + applied; 4 default GEs orphaned | No Max* on default GEs; no Gunslinger GE | Pass 7 inventory | +| Gameplay Tags | **Present but Unreferenced** | 12 tags in DefaultGameplayTags.ini | Zero native string refs; zero asset referencers observed | Tags unused by GEs (legacy containers empty) | Config; Source grep; tag tool | +| Gameplay Cues | **Missing** | No project cue notify assets; no GC_ assets; no GameplayCue.* project tags beyond Test orphan | None observed | SoundCue `*_Cue` assets are audio, not GAS | find_assets; search_subclasses | +| Attribute-driven UI | **Active but Unverified** | InitOverlay → OverlayWidgetController broadcasts + binds | WBP_Overlay via WBP_PlayerHUD | Dual path with DEPRECATED HUD; stamina delegates wrong type alias | RIRHUD.cpp; OverlayWidgetController.h | +| Legacy-resource synchronization | **Missing** | No mirror code between ASC attrs and DEPRECATED_* | Both UI paths independent | Static divergence possible | Pass 5–7 | +| Enemy effect compatibility | **Partially Integrated / Existing Baseline Defect** | Enemy owns ASC; EffectActor uses `GetAbilitySystemComponent` via interface | Interface GetASC → PlayerState → **nullptr on enemies** | Pickups/effects may skip enemies | RIRBaseCharacter.cpp; RIREffectActor.cpp | --- -## Ownership and init +## 2. Gameplay Effect inventory + +All under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/`. Attribute owner: `URIRAttributeSet`. Magnitude type: ScalableFloat. StackingType: None / StackLimitCount 0 where read. Cues: **Unknown — GameplayEffectComponents unreadable**; no GC_ assets exist. Granted INI tags: not observed on readable legacy tag containers (empty). + +| Effect | Duration | Modifiers | Tags | Cues | Referencers | Application path | Status | Evidence | +|---|---|---|---|---|---|---|---|---| +| `GE_PotionHeal` | Instant | Health AddBase **25** | Empty (legacy containers) | Unknown — Tool Limitation | `BP_HealthPotion` | Overlap → ApplyEffectToTarget(Instant) → DestroyActor | **Active** (static path) | CDO + DSL | +| `GE_PotionMana` | Instant | Mana AddBase **30** | Empty | Unknown | `BP_ManaPotion` | Same Instant pattern | **Active** (static path) | CDO + refs | +| `GE_HoT_Small` | HasDuration **1s**, Period **0.1** | Health AddBase **0.5**/tick | Empty | Unknown | `BP_OrangeSlice` | Overlap → ApplyEffectToTarget(Duration) → Destroy | **Active** (static path) | CDO + refs | +| `GE_MoT_Small` | HasDuration **1s**, Period **0.1** | Mana AddBase **0.25**/tick | Empty | Unknown | `BP_ManaCrystal` | Same Duration pattern | **Active** (static path) | CDO + refs | +| `GE_Paladin_DefaultAttributes` | Instant | Health Override **100**; Mana Override **100** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers | +| `GE_Amazon_DefaultAttributes` | Instant | Health Override **100**; Stamina Override **100** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers | +| `GE_Cleric_DefaultAttributes` | Instant | Health Override **50**; Mana Override **200** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers | +| `GE_Wizard_DefaultAttributes` | Instant | Health Override **100**; Mana Override **150** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers | + +**None observed:** GE_Gunslinger_*; SetByCaller; MMC; ExecutionCalculation project subclasses (engine base only); overflow/expiration GE chains (not read / not present in modifiers). + +**Folder inventory:** `find_assets` recursive on `/Game/_Main/Blueprints/Game/GameSystems/GAS` returned exactly these 8 assets — Observed Implementation (complete folder set). + +--- + +## 3. Default attribute matrix + +| Character | Effect | Health | MaxHealth | Mana | MaxMana | Stamina | MaxStamina | Assigned at | Applied at | Reachability | +|---|---|---|---|---|---|---|---|---|---|---| +| Paladin | `.../Paladin/GE_Paladin_DefaultAttributes` | Override 100 | Not modified | Override 100 | Not modified | Not modified | Not modified | **None** | **None** | Unreachable | +| Amazonian | `.../Amazon/GE_Amazon_DefaultAttributes` (folder **Amazon**, not Amazonian) | Override 100 | Not modified | Not modified | Not modified | Override 100 | Not modified | **None** | **None** | Unreachable | +| Cleric | `.../Cleric/GE_Cleric_DefaultAttributes` | Override 50 | Not modified | Override 200 | Not modified | Not modified | Not modified | **None** | **None** | Unreachable | +| Wizard | `.../Wizard/GE_Wizard_DefaultAttributes` | Override 100 | Not modified | Override 150 | Not modified | Not modified | Not modified | **None** | **None** | Unreachable | +| Gunslinger | **None observed** | — | — | — | — | — | — | — | — | Missing | +| All (PlayerState) | Property only | — | — | — | — | — | — | `BP_PlayerState.defaultAttributesGameplayEffect` = **None** | Native never applies | Unreachable | + +**Native spawn fallback (Observed Implementation):** `URIRAttributeSet` ctor `InitHealth(75)`, `InitMaxHealth(100)`, `InitMana(25)`, `InitMaxMana(50)`; Stamina/MaxStamina **not** Init'd. + +**Naming inconsistency:** Amazon GE folder/asset uses `Amazon`; playable Blueprint is `Player_Amazonian` — Documented Intent / Technical Debt. + +--- + +## 4. Attribute architecture matrix + +| Attribute | Native default | Replication | GE modifiers | UI binding | Blueprint reads/writes | Legacy equivalent | Synchronization | Status | +|---|---|---|---|---|---|---|---|---| +| Health | Init 75 | Replicated + OnRep | Potion +25; HoT +0.5/0.1s; default Override orphaned | OnHealthChanged | Ability graphs: **none** (use DEPRECATED) | DEPRECATED_CurrentHealth | **None observed** | Dual sources | +| MaxHealth | Init 100 | Replicated + OnRep | **None** on any GE | OnMaxHealthChanged | None in abilities | DEPRECATED_MaxHealth | None | Partially Integrated | +| Mana | Init 25 | Replicated + OnRep | Potion +30; MoT +0.25/0.1s; default Override orphaned | OnManaChanged | Abilities use DEPRECATED mana | DEPRECATED_Mana / costs | None | Dual sources | +| MaxMana | Init 50 | Replicated + OnRep | **None** on any GE | OnMaxManaChanged | None | DEPRECATED_MaxMana | None | Partially Integrated | +| Stamina | **Not Init'd** | Replicated + OnRep | Amazon default Override 100 (orphaned) | OnStaminaChanged (**typed as FOnManaChangedSignature**) | None | **None observed** | None | Scaffolding / Technical Debt | +| MaxStamina | **Not Init'd** | Replicated + OnRep | **None** | OnMaxStaminaChanged (**typed as FOnMaxManaChangedSignature**) | None | None | None | Scaffolding / Technical Debt | + +**No PostGameplayEffectExecute / PreAttributeChange** on `URIRAttributeSet` — no clamp-to-max or death-from-attribute logic in native AttributeSet — Observed Implementation (absence). + +--- + +## 5. Gameplay Tag inventory + +Defined in `Config/DefaultGameplayTags.ini` (ImportTagsFromConfig=True). + +| Tag | Defined at | Native references | Blueprint references | GE/GA references | Status | Evidence | +|---|---|---|---|---|---|---| +| State.Dead | DefaultGameplayTags.ini L12 | None observed | None observed | None observed | Present but Unreferenced | Source string search; tag referencer search | +| State.Stunned | L13 | None | None | None | Present but Unreferenced | same | +| State.Blocking | L14 | None | None | None | Present but Unreferenced | same | +| State.Casting | L15 | None | None | None | Present but Unreferenced | same | +| Disable.Movement | L17 | None | None | None | Present but Unreferenced | same | +| Disable.Input | L18 | None | None | None | Present but Unreferenced | same | +| Disable.Attack | L19 | None | None | None | Present but Unreferenced | same | +| Disable.Ability | L20 | None | None | None | Present but Unreferenced | same | +| Effect.Damage | L22 | None | None | None | Present but Unreferenced | same | +| Effect.Heal | L23 | None | None | None | Present but Unreferenced | same | +| Effect.Buff | L24 | None | None | None | Present but Unreferenced | same | +| Effect.Debuff | L25 | None | None | None | Present but Unreferenced | same | + +**Documented Intent** (DevComment strings in INI) describes intended roles; **no Observed Implementation** of add/query/grant usage. + +**GameplayCue.Test:** reported as lone cue tag orphan by GameplayCueToolset — Present but Unreferenced; no project notify. + +--- + +## 6. Gameplay Ability and grant inventory + +| Ability or grant mechanism | Asset/symbol | Grant path | Activation path | Cost/cooldown | Reachability | Status | Evidence | +|---|---|---|---|---|---|---|---| +| URIRGameplayAbility | `Source/.../RIRGameplayAbility.*` | None | None | None | Scaffolding only | Scaffolding Only | InstancedPerActor ctor only | +| UGameplayAbility subclasses (project) | search_subclasses → only engine Jump/Montage + URIRGameplayAbility | None | None | — | No project GA BP | Missing | search_subclasses | +| GA_* assets | find_assets `/Game` name GA_ | — | — | — | **[]** | Missing | find_assets | +| AbilitySet / StartupAbilities | find_assets | — | — | — | **[]** | Missing | find_assets | +| GiveAbility / TryActivateAbility | Source + BP_PlayerCharacterBase | — | — | — | None observed | Missing | grep; find_nodes | +| DefaultAttributesGameplayEffect apply | ARIRPlayerState property | Never called in native | — | — | BP = None | Scaffolding Only | RIRPlayerState.h; CDO | +| Legacy Server_Ability_* | BP events | N/A (not GAS) | Enhanced Input | DEPRECATED mana | Active (legacy) | See doc 05 | Pass 5–6 | + +**Conclusion (Observed Implementation):** No project-defined Gameplay Ability implementation or static grant path was observed within the inspected project scope. This does not prove GAS can never activate at runtime. + +--- + +## 7. Gameplay Cue inventory + +| Cue | Type | Trigger | Referencers | Reachability | Status | Evidence | +|---|---|---|---|---|---|---| +| None observed (project) | — | — | — | — | **Missing** | find_assets GC_/GameplayCue; search_subclasses cue notifies → engine-only | +| GameplayCue.Test | Tag only | None | None | Unreachable | Present but Unreferenced | GameplayCueToolset | +| `*_Cue` SoundCue assets (e.g. MagicSpell_01_Cue) | USoundCue audio | Multicast_PlaySFX | Ability graphs | Active as **audio**, not GAS cue | Not GAS | Pass 6–8 | + +--- + +## 8. Legacy / GAS boundary table + +| System | Legacy path | GAS path | Synchronization | Current source of truth | Conflict | Runtime question | +|---|---|---|---|---|---|---| +| Health combat damage | ApplyDamage + DEPRECATED_CurrentHealth (Amazonian AnyDamage) | Attribute Health via GE (potions only) | None | **Legacy for combat**; GAS for potions | Dual health pools possible | Does potion heal update combat death? | +| Mana ability cost | DEPRECATED_*ManaCost + FCanUseMana | Attribute Mana via GE potions | None | **Legacy for abilities** | Potion mana may not affect ability costs | PIE both meters | +| HUD bars | Server_UpdateHUD → UpdatePlayerHUD (DEPRECATED %) | InitOverlay → OverlayWidgetController ASC delegates | None | **Both connected** | Dual UI | Which bars visible? | +| Healing | DEPRECATED_RecoverPlayerHealth (Cleric) | GE_PotionHeal / HoT | None | Both | Inconsistent heal systems | — | +| Death | PlayerDeath / IsDead bool | State.Dead tag unused; no attr death | None | Legacy | Tag unused | — | +| Blocking | IsBlocking bool + ABP | State.Blocking unused | None | Legacy | Tag unused | — | +| Default spawn attrs | Native Init* only | Orphan default GEs | N/A | Native Init 75/100/25/50 | Orphan character GEs unused | Spawn values in PIE | + +--- + +## 9. Enemy GAS compatibility table + +| Consumer | Lookup method | Expected ASC owner | Static result | Potential impact | Runtime verification | +|---|---|---|---|---|---| +| `IAbilitySystemInterface` / `UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent` | `ARIRBaseCharacter::GetAbilitySystemComponent` → `GetPlayerState()` | Enemy self ASC | **nullptr** (no PlayerState ASC) | EffectActor early-out; any BP using library GetASC | Requires Runtime Inspection | +| Enemy native code using `AbilitySystemComponent` member | Direct `TObjectPtr` on enemy | Self | Valid if used | Unknown consumers | Pass 9 | +| Player EffectActor target | Library GetASC on player character | PlayerState ASC | Valid via character GetASC → PS | Potions work on players (static) | PIE authority | +| Blueprint enemy GetASC | Inherited base | — | nullptr | Incomplete Refactor / Existing Baseline Defect | PIE | + +--- + +## Ownership and init (detail) **Player (Observed Implementation):** -- ASC + AttributeSet created on `ARIRPlayerState` -- ReplicationMode **Mixed**; NetUpdateFrequency 100 -- `ARIRPlayerCharacter::InitAbilityActorInfo`: Owner=PlayerState, Avatar=Character; called from PossessedBy and OnRep_PlayerState +- ASC + AttributeSet on `ARIRPlayerState` +- ReplicationMode **Mixed**; NetUpdateFrequency 100 (Batch 1/2) +- `ARIRPlayerCharacter::InitAbilityActorInfo`: Owner=PlayerState, Avatar=Character; PossessedBy + OnRep_PlayerState +- Then `ARIRHUD::InitOverlay` when local HUD present **Enemy (Observed Implementation):** -- ASC + AttributeSet created on `ARIRBaseEnemyCharacter` +- ASC + AttributeSet on `ARIRBaseEnemyCharacter` - ReplicationMode **Minimal** -- BeginPlay: InitAbilityActorInfo(this, this) - -**Interface contradiction:** `ARIRBaseCharacter::GetAbilitySystemComponent` always uses PlayerState — enemies may not expose ASC through `IAbilitySystemInterface` / `UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent`. **Issue:** Incomplete Refactor; **Requires Runtime Inspection**. +- BeginPlay: `InitAbilityActorInfo(this, this)` --- -## Attributes +## EffectActor boundary (Pass 7; Pass 10 deferred) -`URIRAttributeSet`: Health, MaxHealth, Mana, MaxMana, Stamina, MaxStamina — all replicated with OnRep notify. +`ARIREffectActor::ApplyEffectToTarget`: -Constructor inits Health/MaxHealth/Mana/MaxMana only; Stamina/MaxStamina not Init'd in native. +1. `UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor)` +2. null → return +3. MakeOutgoingSpec(GEClass, 1.f) + ApplyGameplayEffectSpecToSelf -`DefaultAttributesGameplayEffect` on PlayerState: declared, **not applied in native**. +**BlueprintCallable** from children. Properties: `InstantGameplayEffectClass`, `DurationGameplayEffectClass`. -**Batch 2 Observed Implementation:** `/Game/_Main/Blueprints/Player/BP_PlayerState` CDO property `defaultAttributesGameplayEffect` = **None**. Assignment/application path remains missing at both C++ and this BP. - ---- - -## Abilities - -`URIRGameplayAbility`: InstancedPerActor only. **No project subclasses** (search_subclasses). - -**Conclusion (Observed Implementation):** No project-defined UGameplayAbility subclasses, Gameplay Ability assets, or static ability-granting paths observed. Playable abilities are legacy Blueprint custom events (`Server_Ability_*`) with Enhanced Input on `BP_PlayerCharacterBase` — see `05-LegacyAbilityArchitecture.md`. - ---- - -## Dual attribute UI paths (Batch 2) - -| Path | Source | Consumer | -|------|--------|----------| -| Native GAS | `InitAbilityActorInfo` → `ARIRHUD::InitOverlay` → OverlayWidgetController ASC delegates | `WBP_Overlay` via `WBP_PlayerHUD` (AHUD) deps | -| Legacy BP | `Server_UpdateHUD` / `InitializeHUD` using `DEPRECATED_Current/Max Health/Mana` | `BPI_PlayerController.UpdatePlayerHUD` | - -Both are Observed Implementation. Incomplete Refactor — legacy path still active. - ---- - -## Effects - -`ARIREffectActor::ApplyEffectToTarget` applies Instant/Duration class via ASC MakeOutgoingSpec + ApplyGameplayEffectSpecToSelf. Overlap/authority logic expected in Blueprint children (Batch 4 Pass 10 / doc 12). - ---- - -## Pass 6 — GAS interactions encountered on playables - -| Asset / interaction | Character | Status | Classification | +| BP | Instant | Duration | Graph | |---|---|---|---| -| ASC ActivateAbility / GrantAbility | All five | Not found in ability graphs | Observed Implementation (absence) | -| ApplyGameplayEffect / GE Spec | All five ability paths | Not found | Observed Implementation (absence) | -| `GE_Cleric_DefaultAttributes` | Cleric | Asset exists; 0 referencers; not in ability graphs | Present but Unconnected | -| `GE_Wizard_DefaultAttributes` | Wizard | Asset exists; unwired | Present but Unconnected | -| `GE_Gunslinger_*` | Gunslinger | Not found | Missing | -| `NS_Wizard_Ability001` | Wizard | Niagara present; unwired | Present but Unconnected | -| Damage / heal | Paladin / Amazonian / Cleric | `ApplyDamage` / `DEPRECATED_RecoverPlayerHealth` — **not** GE | Observed Implementation | +| `BP_HealthPotion` | GE_PotionHeal | None | Sphere OnComponentBeginOverlap → ApplyEffecttoTarget(Instant) → DestroyActor | +| `BP_ManaPotion` | GE_PotionMana | None | Same pattern (agent + refs) | +| `BP_ManaCrystal` | None | GE_MoT_Small | Same Duration pattern | +| `BP_OrangeSlice` | None | GE_HoT_Small | Same Duration pattern | -**Conclusion (Observed Implementation):** Pass 6 reconfirms playable combat is legacy Blueprint. Character-named DefaultAttributes GE assets are orphaned relative to ability graphs and `BP_PlayerState.DefaultAttributesGameplayEffect=None`. Systemwide GE/cue archaeology remains Pass 7. +Authority on overlap application: **Requires Runtime Inspection** (not traced beyond DSL). Full pickup respawn/UI → Pass 10. + +--- + +## Distinctions (updated) + +| Layer | Status | Evidence | +|-------|--------|----------| +| GAS infrastructure | Present / Active for ASC+attrs+UI binding | Native classes | +| GAS data | Partially present | 8 GEs; 12 orphan tags; no cues; no GAs | +| GAS runtime abilities | Not observed | No grant/activate | +| GAS runtime effects | Partially Integrated | Consumables only | +| Legacy BP abilities | Active | doc 05 / 10 | + +--- + +## Negative-search evidence log + +| Search | Scope | Result | +|---|---|---| +| find_assets name `GA_` folder `/Game` | Project content | [] | +| find_assets name `GC_` / `GameplayCue` | Project content | [] / no cue assets | +| find_assets under GAS folder | Complete | Exactly 8 GE assets | +| search_subclasses GameplayAbility | Engine+project | Engine Jump/Montage + URIRGameplayAbility only | +| search_subclasses RIRGameplayAbility | Project | No further subclasses | +| search_subclasses GameplayCueNotify_* | Engine+project | Engine unit-test/burst/etc only | +| search_subclasses GameplayEffectExecutionCalculation / ModMagnitudeCalculation | Engine+project | Engine base only | +| Source grep GiveAbility\|TryActivateAbility\|ApplyGameplayEffect | Source/REALMSINRUIN | Only EffectActor Apply + DefaultAttributes property | +| Source grep State.Dead / tag strings | Source/REALMSINRUIN | No matches (GameplayTags module linked in Build.cs only) | +| get_referencers each DefaultAttributes GE | Asset registry | [] | diff --git a/Documentation/Archaeology/08-CharacterSystems.md b/Documentation/Archaeology/08-CharacterSystems.md index c17f9efc..6a608cdc 100644 --- a/Documentation/Archaeology/08-CharacterSystems.md +++ b/Documentation/Archaeology/08-CharacterSystems.md @@ -6,8 +6,8 @@ - **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 8 (Batch 4A) -- **Next pass expected to contribute:** Pass 7 / Pass 4 / Pass 9 when authorized +- **Last completed pass:** Pass 7 (Batch 4B) +- **Next pass expected to contribute:** Pass 9 / Pass 4 when authorized ## Draft tracking @@ -18,7 +18,8 @@ - Interface BPI_PlayerCharacter surface - Override matrix (which Server_Ability events children implement) - Pass 6 Ability 001–004 path reconstruction -- **Pass 8:** AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md` +- 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 ### Pending sections - Weapon component deep dive if separate assets exist beyond overlaps @@ -27,6 +28,7 @@ ### Evidence still required - Notify trigger times (Manual Editor) - Interrupt cleanup if AN_AttackComplete skipped +- PIE spawn attribute values vs orphan default GEs --- @@ -170,7 +172,10 @@ Base Begin stubs PrintString `"Override Ability N"`. Base End stubs empty. | Server_UpdateHUD uses DEPRECATED floats, not ASC | Observed Implementation | | Native InitOverlay still runs from C++ possession | Observed Implementation (Batch 1) | | Dual UI attribute paths | Incomplete Refactor | -| Character DefaultAttributes GE assets orphaned | Present but Unconnected (Pass 6) | +| Character DefaultAttributes GE assets orphaned (0 referencers); BP_PlayerState = None | Present but Unreferenced / Scaffolding Only (Pass 7) | +| Amazon GE naming folder `Amazon` vs Blueprint `Amazonian` | Technical Debt (Pass 7) | +| No GE_Gunslinger | Missing (Pass 7) | +| Consumable GEs modify ASC Health/Mana independently of ability DEPRECATED state | Partially Integrated (Pass 7) | --- diff --git a/Documentation/Archaeology/11-UI-HUD-And-Sessions.md b/Documentation/Archaeology/11-UI-HUD-And-Sessions.md index 5a1d1494..48c8ad9e 100644 --- a/Documentation/Archaeology/11-UI-HUD-And-Sessions.md +++ b/Documentation/Archaeology/11-UI-HUD-And-Sessions.md @@ -2,12 +2,12 @@ **Status: Draft** -- **Scope:** Native HUD / widget-controller path (Batch 1); Pass 3 resolution of `WBP_PlayerHUD` and GM/PC framework ties. Full frontend/session graphs deferred to Batch 4. -- **Inspection method:** Native C++ read; Batch 2 AssetTools class/tags/deps/refs; ObjectTools GM_Dungeoneer CDO; BlueprintTools PC_Character. +- **Scope:** Native HUD / widget-controller path (Batch 1); Pass 3 resolution of `WBP_PlayerHUD`; Pass 7 GAS attribute UI binding confirmation. Full frontend/session graphs deferred to Pass 4. +- **Inspection method:** Native C++ read; AssetTools class/tags/deps/refs; ObjectTools; Pass 7 Overlay path verification. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass:** Pass 3 (Batch 2) -- **Next pass expected to contribute:** Batch 4 Passes 4 + 10 +- **Last completed pass:** Pass 7 (Batch 4B) — GAS attribute UI portion +- **Next pass expected to contribute:** Pass 4 (sessions/frontend) ## Draft tracking @@ -16,13 +16,14 @@ - OverlayWidgetController attribute broadcasts/bindings - AdvancedSessions / AdvancedSteamSessions enabled + descriptor paths - Widget subclass path seeds -- **WBP_PlayerHUD resolved as AHUD (`RIRHUD` child)** +- WBP_PlayerHUD resolved as AHUD (`RIRHUD` child) - GM_Dungeoneer assigns HUDClass / PC / PS +- **Pass 7:** Exact Overlay paths; stamina delegate type reuse confirmed; dual HUD vs ASC still unsynchronized ### Pending sections - Main menu / browser / character-select widget flow - Production vs Example Advanced Sessions Blueprints -- WBP_Overlay / progress bar bindings deep dive +- WBP_Overlay progress-bar Blueprint binding deep dive - CommonUI usage - BPI_PlayerController.UpdatePlayerHUD widget targets @@ -42,9 +43,11 @@ | Type | **AHUD Blueprint** (not `UserWidget`) | | IsDataOnly | True | | Referencers | `/Game/_Main/Blueprints/Game/GameMode/GM_Dungeoneer` | -| Dependencies | REALMSINRUIN, `/Game/_Main/UI/Widgets/WBP_Overlay`, `/Game/_Main/UI/Widgets/WidgetController/BP_OverlayWidgetController` | +| Dependencies | REALMSINRUIN, `/Game/_Main/UI/Widgets/Overlay/WBP_Overlay`, `/Game/_Main/UI/Widgets/WidgetController/BP_OverlayWidgetController` | -**Observed Implementation:** Naming `WBP_` is misleading Documented Intent; asset is the game HUD class assigned on `GM_Dungeoneer`. Relationship to `ARIRHUD`: direct Blueprint child that supplies OverlayWidgetClass / OverlayWidgetControllerClass via deps to `WBP_Overlay` + `BP_OverlayWidgetController`. +**Observed Implementation:** Naming `WBP_` is misleading Documented Intent; asset is the game HUD class assigned on `GM_Dungeoneer`. + +**Pass 7 path correction:** Overlay widget exact path is `/Game/_Main/UI/Widgets/Overlay/WBP_Overlay` (not `/Game/_Main/UI/Widgets/WBP_Overlay`). --- @@ -54,11 +57,17 @@ `ARIRPlayerCharacter::InitAbilityActorInfo` → `ARIRHUD::InitOverlay(PC, PS, ASC, AS)` → create `OverlayWidgetClass` → `UOverlayWidgetController` binds ASC attribute delegates → `BroadcastInitialInitialValues` → `AddToViewport`. +Controller asset: `/Game/_Main/UI/Widgets/WidgetController/BP_OverlayWidgetController` (Blueprintable subclass of native `UOverlayWidgetController`). + +Broadcasts: Health, MaxHealth, Mana, MaxMana, Stamina, MaxStamina from `URIRAttributeSet`. + ### Legacy BP path (still connected) `BP_PlayerCharacterBase` EventPossessed → Delay 0.4 → `Server_UpdateHUD` → compute DEPRECATED health/mana percentages → `BPI_PlayerController.UpdatePlayerHUD`. -**Technical Debt:** Dual attribute UI; Stamina delegates reuse Mana signature types in OverlayWidgetController.h. +**Technical Debt / Incomplete Refactor:** Dual attribute UI — no synchronization observed (Pass 7). + +**Technical Debt (Pass 7 confirmed):** In `OverlayWidgetController.h`, `OnStaminaChanged` is typed `FOnManaChangedSignature` and `OnMaxStaminaChanged` is typed `FOnMaxManaChangedSignature` (stamina delegates reuse mana signature types). Dedicated `FOnStaminaChangedSignature` / `FOnMaxStaminaChangedSignature` are declared but unused for those properties. --- @@ -79,6 +88,4 @@ Project plugins AdvancedSessions + AdvancedSteamSessions enabled (VersionName 5.8). `GM_Dungeoneer` deps include AdvancedSessions. -**Unknown:** Live menu usage vs Example Advanced Sessions Blueprints — Batch 4 Pass 4. - -**Unknown:** OnlineSubsystem INI location — Requires Broader Filesystem/Configuration Inspection. +Full session create/find/join graph archaeology → **Pass 4**. diff --git a/Documentation/Archaeology/12-Pickups-And-Effects.md b/Documentation/Archaeology/12-Pickups-And-Effects.md index f0e686aa..ab07edac 100644 --- a/Documentation/Archaeology/12-Pickups-And-Effects.md +++ b/Documentation/Archaeology/12-Pickups-And-Effects.md @@ -2,12 +2,12 @@ **Status: Draft** -- **Scope (Batch 1 seed):** Native `ARIREffectActor` mechanism + discovered Blueprint subclass paths. No overlap/authority graph inspection yet. -- **Inspection method:** Native C++ + search_subclasses. +- **Scope:** Native `ARIREffectActor` mechanism; Pass 7 consumable GE assignments and overlap→apply wiring. Full per-pickup respawn/UI/authority deep dive deferred to Pass 10. +- **Inspection method:** Native C++; search_subclasses; AssetTools refs; ObjectTools GE class props; BlueprintTools EventGraph DSL on `BP_HealthPotion`. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass:** Pass 2 (Batch 1) -- **Next pass expected to contribute:** Batch 4 Pass 10 +- **Last completed pass:** Pass 7 (Batch 4B) — EffectActor + GE wiring seed +- **Next pass expected to contribute:** Pass 10 ## Draft tracking @@ -15,15 +15,17 @@ - ApplyEffectToTarget GE application path - Instant/Duration GE class properties - Blueprint child paths for potions / orange slice / mana crystal +- **Pass 7:** Exact Instant/Duration GE assignments; HealthPotion overlap→Apply→Destroy; GE modifier magnitudes; enemy GetASC null risk ### Pending sections -- Per-pickup overlap, authority, destroy/respawn, UI notify -- Classification: GE vs direct DEPRECATED var mutation vs hybrid +- Per-pickup authority, destroy/respawn, UI notify (Pass 10) +- ManaPotion / ManaCrystal / OrangeSlice graph confirmation beyond refs (HealthPotion DSL verified) - Gold / stamina pickups if present ### Evidence still required -- Connected Blueprint graphs on each item BP -- Whether `GetAbilitySystemComponent` succeeds on player vs enemy targets +- Whether ApplyEffect runs with HasAuthority on overlap +- Whether GetAbilitySystemComponent succeeds for player vs fails for enemy in PIE +- Stacking / re-pickup behavior --- @@ -35,15 +37,21 @@ 2. Early-out if null 3. MakeOutgoingSpec(GEClass, 1.f) + ApplyGameplayEffectSpecToSelf -**Inferred:** Intended pickup path is **Gameplay Effect** based for subclasses of this actor. Confirmation requires Blueprint graphs. +**Enemy ASC defect interaction:** Library GetASC uses `ARIRBaseCharacter::GetAbilitySystemComponent` → PlayerState. Enemies return **nullptr** → ApplyEffect early-out. **Issue:** Existing Baseline Defect / Incomplete Refactor. Classify static consequence separately from runtime chase/attack defects. -**Blueprint subclass seeds:** +--- -| Asset | -|-------| -| `/Game/_Main/Blueprints/Items/Food/BP_OrangeSlice` | -| `/Game/_Main/Blueprints/Items/Potion/BP_HealthPotion` | -| `/Game/_Main/Blueprints/Items/Potion/BP_ManaPotion` | -| `/Game/_Main/Blueprints/Items/Potion/BP_ManaCrystal` | +## Blueprint subclasses (Observed Implementation) -Calibration also listed GE assets such as `GE_PotionHeal`, `GE_PotionMana`, `GE_HoT_Small`, `GE_MoT_Small` under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/`. +| Asset | InstantGameplayEffectClass | DurationGameplayEffectClass | +|-------|----------------------------|------------------------------| +| `/Game/_Main/Blueprints/Items/Potion/BP_HealthPotion` | `GE_PotionHeal` (+25 Health Instant) | None | +| `/Game/_Main/Blueprints/Items/Potion/BP_ManaPotion` | `GE_PotionMana` (+30 Mana Instant) | None | +| `/Game/_Main/Blueprints/Items/Potion/BP_ManaCrystal` | None | `GE_MoT_Small` (+0.25 Mana / 0.1s for 1s) | +| `/Game/_Main/Blueprints/Items/Food/BP_OrangeSlice` | None | `GE_HoT_Small` (+0.5 Health / 0.1s for 1s) | + +**BP_HealthPotion EventGraph (Observed Implementation):** `OnComponentBeginOverlap(Sphere)` → `ApplyEffecttoTarget(OtherActor, InstantGameplayEffectClass)` → `DestroyActor`. + +Same structural pattern reported for other three consumables (referencer graph + agent); Pass 10 should re-confirm each DSL. + +**Classification:** Pickups are the **only Observed Implementation** of runtime Gameplay Effect application found in Pass 7. Combat abilities remain ApplyDamage / DEPRECATED (doc 05). Full GE inventory: doc 06. diff --git a/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md b/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md index fda20d89..cb7ae201 100644 --- a/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md +++ b/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md @@ -2,56 +2,48 @@ **Status: Draft** -- **Scope:** Unresolved questions after Batches 1–3 and Batch 4A Pass 8. -- **Inspection method:** Consolidation of Batches 1–3 + Pass 8 animation archaeology. +- **Scope:** Unresolved questions after Batches 1–3, Batch 4A Pass 8, and Batch 4B Pass 7. +- **Inspection method:** Consolidation of static archaeology through Pass 7. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. -- **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies array / times unreadable; AnimGraph DSL empty; no PIE. +- **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies/times unreadable; GE GameplayEffectComponents unreadable; no PIE. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass:** Pass 8 (Batch 4A) -- **Next pass expected to contribute:** Pass 7 / 4 / 9 when authorized +- **Last completed pass:** Pass 7 (Batch 4B) +- **Next pass expected to contribute:** Pass 9 / Pass 4 / Pass 10 when authorized ## Draft tracking ### Completed sections - Batch 1–3 unknowns and resolutions -- **Pass 8 resolutions:** UseAbility* callers; Amazonian melee anim path; Cleric dead notifies; cleanup via AN_AttackComplete; PerformingWhirlwind not animation-driven +- Pass 8 animation callback resolutions +- **Pass 7 resolutions:** GE inventory; orphan default attrs; tag orphan status; no GAs/cues/grants; consumable GE wiring; dual HUD/stamina debt confirmed ### Pending sections -- Frontend/session/enemy AI (Pass 4 / 9) -- GE/cue inventory (Pass 7) +- Frontend/session (Pass 4) +- Enemy BP AI (Pass 9) +- Pickup deep graphs (Pass 10) - Runtime test procedures ### Evidence still required +- PIE dual HUD / spawn attributes / potion vs combat health - Notify trigger times (Manual Editor) -- Interrupt vs AN_AttackComplete behavior (PIE) -- Live ASC vs DEPRECATED HUD coexistence (PIE) +- Interrupt vs AN_AttackComplete (PIE) --- -## Resolved in Batch 2–3 (unchanged) - -See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Ability_*; DefaultAttributes=None; WBP_PlayerHUD is AHUD. - ---- - -## Resolved in Batch 4A (Pass 8) +## Resolved in Batch 4B (Pass 7) | Question | Resolution | Classification | Doc | |---|---|---|---| -| Who calls UseAbility*? | `AN_Ability_001–004` AnimNotify BPs → BPI interface on montage owner | Observed Implementation | 10, 05 | -| Paladin 001 damage via anim callback? | Yes — `AN_Ability_001` during Attack_* montages | Observed Implementation | 10 | -| Paladin block Montage/notify? | No Montage; ABP Block from `IsBlocking`; End clears | Observed Implementation | 10 | -| Paladin charge Montage cleanup? | No — ChargeTimeline / ability logic | Observed Implementation | 10 | -| Amazonian working melee anim path? | Begin → Multicast → `AN_Ability_001` → UseAbility001 → Authority damage; `AN_AttackComplete` clears | Observed Implementation + Observed Runtime Behavior | 10 | -| Weapon collision notify windows? | Not observed — overlaps inside UseAbility* | Observed Implementation (absence) | 10 | -| PerformingWhirlwind set by anim? | No — not in ABP/montages; still Get-only | Observed Implementation | 10 | -| Cleric 001 hidden notify gameplay? | Notify present; `UseAbility001` unimplemented — dead | Observed Implementation | 10 | -| Cleric 002/003/004 anim dependency? | 002/004 notify-driven; 003 timer + vestigial AN_Ability_003; ABP Divine Circle | Observed Implementation | 10 | -| Wizard spell via anim callbacks? | No Wizard montages; ABP locomotion only | Observed Implementation | 10 | -| Gunslinger shared AnimBP/Montage? | No AnimBP dependency | Observed Implementation | 10 | -| CurrentlyAttacking clear on montage complete? | Via `AN_AttackComplete` → SetIsAttacking; interrupt Unknown | Observed Implementation / Unknown interrupt | 10 | -| Death anim invoke destroy/respawn? | No — ABP Death presentation; PlayerDeath on character | Observed Implementation | 10 | +| Which GEs exist? | Exactly 8 under GAS/GameplayEffects | Observed Implementation | 06 | +| Are default-attribute GEs applied? | No — 0 referencers; BP_PlayerState = None; native never applies | Present but Unreferenced / Scaffolding Only | 06 | +| Default GE values? | Paladin H/M 100/100; Amazon H/S 100/100; Cleric H/M 50/200; Wizard H/M 100/150; **no Max*** | Observed Implementation | 06 | +| GE_Gunslinger? | None observed | Missing | 06 | +| Are INI tags used? | Defined; zero native/BP/GE referencers observed | Present but Unreferenced | 06 | +| Project GAs / grants / cues? | None observed (negative searches logged) | Missing / Scaffolding Only (URIRGameplayAbility) | 06 | +| What applies GEs at runtime? | Consumable EffectActors only (static path) | Partially Integrated | 06, 12 | +| Stamina overlay delegate debt? | OnStamina* properties reuse Mana signature types | Technical Debt | 11, 06 | +| Sync DEPRECATED ↔ ASC? | None observed | Missing / Incomplete Refactor | 06, 05 | --- @@ -59,13 +51,14 @@ See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Abili | Confirmed finding | Issue | Runtime question | |---|---|---| -| Enemy ASC vs GetASC | Incomplete Refactor | PIE impact | -| Dual HUD paths | Incomplete Refactor | Which drives bars? | -| DefaultAttributes unused | Partially Implemented | Spawn attribute source? | +| Enemy ASC vs GetASC PlayerState | Incomplete Refactor / Existing Baseline Defect | Do potions/effects fail on enemies? | +| Dual HUD paths | Incomplete Refactor | Which bars drive visible UI? | +| DefaultAttributes unused + orphan character GEs | Partially Implemented / Present but Unreferenced | Spawn Health/Mana = native 75/25? | +| Combat uses DEPRECATED; potions use ASC | Incomplete Refactor | Potion heal invisible to combat death? | +| Stamina/MaxStamina not Init'd | Partially Implemented | Overlay stamina bars at 0? | +| Default GEs Override Health/Mana without Max* | Technical Debt (if ever applied) | Current > Max possible? | | Cleric 004 empty SpawnActor + mana bypass | Existing Baseline Defect | PIE behavior | -| Gameplay hit windows depend on Multicast montage notify eval on server | Technical Debt / static risk | Does server always evaluate notifies? | -| Interrupt may skip AN_AttackComplete | Incomplete Refactor | Stuck CurrentlyAttacking? | -| Cleric AN_Ability_001 / 003 dead receivers | Existing Baseline Defect / Technical Debt | Cosmetic-only primary attack? | +| Multicast montage notify hit windows | Technical Debt | Server eval always? | --- @@ -73,12 +66,13 @@ See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Abili | Question | Method | Priority | |---|---|---| -| Notify trigger times / sections | Manual Editor | Medium | -| Interrupt cleanup | PIE | High | -| GE/cue referencers | Pass 7 | High | -| Enemy BP AI | Pass 9 | High | +| Enemy BP AI chase/attack | Pass 9 | High | | Sessions / frontend | Pass 4 | Medium | -| Paladin block absorb (PlayerHitCheck) | Graph walk (non-anim) | Medium | +| Full pickup authority/respawn | Pass 10 | Medium | +| Notify trigger times | Manual Editor | Medium | +| Interrupt cleanup | PIE | High | +| Dual HUD + spawn attrs + potion/combat health | PIE | High | +| GE GameplayEffectComponents / cues | Manual Editor / alternate tool | Low | --- @@ -86,17 +80,16 @@ See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Abili | Item | Impact | |---|---| -| Montage `Notifies` property unreadable | Times Unknown; presence via deps | -| AnimNotifyList registry tag empty for BP notifies | Do not trust tag alone | -| AnimGraph / transition DSL empty | State drivers via EventGraph + VariableGet | +| GE GameplayEffectComponents unreadable | Per-GE cue/component tags Unknown | +| Montage Notifies / AnimGraph DSL | Pass 8 limits stand | | CustomEvent Reliable flags | Unknown | -| No PIE in Batch 4A | Runtime deferred | +| No PIE in Batch 4B | Runtime deferred | --- ## Priority order for later verification -1. Pass 7 — GE/cue/tag inventory -2. Pass 9 — enemy Blueprint AI -3. Pass 4 — sessions / frontend -4. Controlled PIE — dual HUD, notify interrupt, server montage eval, Cleric 001/004 +1. Pass 9 — enemy Blueprint AI +2. Pass 4 — sessions / frontend +3. Pass 10 — pickup deep dive +4. Controlled PIE — dual HUD, spawn attrs, EffectActor on player/enemy, potion vs DEPRECATED health diff --git a/Documentation/Archaeology/14-EvidenceIndex.md b/Documentation/Archaeology/14-EvidenceIndex.md index 770329f0..9dbfde6b 100644 --- a/Documentation/Archaeology/14-EvidenceIndex.md +++ b/Documentation/Archaeology/14-EvidenceIndex.md @@ -5,7 +5,7 @@ - **Scope:** Compact cross-model index of material findings. Full analysis lives in linked docs. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass:** Pass 8 (Batch 4A) +- **Last completed pass:** Pass 7 (Batch 4B) - **Next pass expected to contribute:** Every batch ## Draft tracking @@ -13,28 +13,35 @@ ### Completed sections - Batch 1–3 evidence rows - Batch 4A Pass 8 AnimBP / Montage / AnimNotify rows +- Batch 4B Pass 7 GAS / GE / tag / cue / grant rows ### Pending sections -- GE/cue referencer rows (Pass 7) +- Enemy AI graph rows (Pass 9) +- Session flow rows (Pass 4) --- | System | Subsystem | Finding | Evidence type | Classification | Exact source | Exact symbol | Blueprint path | Graph | Node/event | Asset/config | Doc | Confidence | Remaining verification | |--------|-----------|---------|---------------|----------------|--------------|--------------|----------------|-------|------------|--------------|-----|------------|------------------------| -| Anim | Caller | UseAbility001 called by AN_Ability_001 | Observed Implementation | Intended Behavior | read_graph_dsl | UseAbility001 | AN_Ability_001 | Received_Notify | Received_Notify | .../PlayerCharacterRelated/AN_Ability_001 | 10,05 | High | Notify times | -| Anim | Caller | UseAbility004 called by AN_Ability_004 | Observed Implementation | Intended Behavior | deps + notify body | UseAbility004 | AN_Ability_004 | Received_Notify | — | .../AN_Ability_004 | 10 | High | Times | -| Anim | Cleanup | AN_AttackComplete → SetIsAttacking clears CurrentlyAttacking | Observed Implementation | Intended Behavior | read_graph_dsl | SetIsAttacking | AN_AttackComplete | Received_Notify | — | .../AN_AttackComplete | 10,05 | High | Interrupt PIE | -| Anim | Paladin ABP | Locomotion Idle/WalkRun/Charge/Block/Death; reads IsBlocking/IsCharging/IsDead | Observed Implementation | Intended Behavior | list_graphs + EventGraph | IsBlocking | ABP_Paladin | EventGraph / Locomotion | BlueprintUpdateAnimation | .../Paladin/ABP_Paladin | 10,08 | High | — | -| Anim | Amazon ABP | Locomotion Idle/WalkRun/Death only | Observed Implementation | — | list_graphs | — | ABP_Amazon | Locomotion | — | .../Amazon/ABP_Amazon | 10 | High | — | -| Anim | Cleric ABP | Divine Circle state; DivineCircleActive? from Cleric | Observed Implementation | Intended Behavior | list_graphs + EventGraph DSL | DivineCircleActive? | ABP_Cleric | EventGraph | BlueprintUpdateAnimation | .../Cleric/ABP_Cleric | 10 | High | — | -| Anim | Wizard ABP | Locomotion only; no class montages | Observed Implementation | Stub context | find_assets + deps | — | ABP_Wizard | Locomotion | — | .../Wizard/ABP_Wizard | 10 | High | — | -| Anim | Gunslinger | No AnimBP dependency | Observed Implementation | Existing Baseline Defect | get_dependencies | IsDataOnly | Player_Gunslinger | — | — | — | 10,08 | High | — | -| Anim | Cleric 001 | AN_Ability_001 present; UseAbility001 unimplemented | Observed Implementation | Existing Baseline Defect | list_events + deps | UseAbility001 | Player_Cleric | — | AN_Ability_001 | Cleric_PrimaryAttack_* | 10,05 | High | — | -| Anim | Cleric 003 | AN_Ability_003 vestigial; damage in ConcentrateHandle | Observed Implementation | Technical Debt | Pass 6+8 | UseAbility003 | Player_Cleric | EventGraph | ConcentrateHandle | Cleric_Ability003_Montage | 10,05 | High | — | -| Anim | Unconnected | Cleric_Hu_M_Spell_Staff_Up_Impact_Montage 0 referencers | Observed Implementation | Present but Unconnected | get_referencers | — | — | — | — | .../Cleric_Hu_M_Spell_Staff_Up_Impact_Montage | 10 | High | — | -| Anim | Tool limit | Montage Notifies array unreadable; AnimNotifyList empty for BP notifies | Unknown — Tool Limitation | — | ObjectTools | Notifies | AnimMontage | — | — | — | 10,13 | High | Manual Editor | -| Ability | Multicast risk | Hit windows depend on server montage notify evaluation | Inferred | Technical Debt | architecture | Multicast_PlayMontage | BP_PlayerCharacterBase | EventGraph | Multicast_PlayMontage | — | 10,13 | Medium | PIE | -| Ability | Paladin 001 | Pass 6 Implemented; Pass 8 no status change (qualified) | Observed Implementation | Implemented | — | AN_Ability_001 | Player_Paladin | — | — | Attack_*_Fast_Montage | 05,10 | High | — | -| GAS | Default GE | BP_PlayerState DefaultAttributes=None | Observed Implementation | Partially Implemented | ObjectTools CDO | defaultAttributesGameplayEffect | BP_PlayerState | — | — | — | 06 | High | Pass 7 | -| Continuity | Editor | PIE=false; Test01; sel Skeleton_C_1 | Observed Implementation | — | EditorApp/SceneTools | IsPIERunning | — | — | — | Test01 | 15 | High | — | -| Repo | Git | Clean at Batch 4A start; Archaeology md only after | Observed Implementation | — | git status | — | — | — | — | — | 15 | High | — | +| GAS | Player ASC | ASC on PlayerState; Mixed replication | Observed Implementation | Active | RIRPlayerState.cpp | CreateDefaultSubobject ASC | BP_PlayerState | — | — | — | 06 | High | — | +| GAS | Enemy ASC | ASC on enemy; Minimal; Init(this,this) | Observed Implementation | Active | RIRBaseEnemyCharacter.cpp | AbilitySystemComponent | BP_EnemyCharacterBase | — | — | — | 06 | High | — | +| GAS | GetASC defect | Base GetASC → PlayerState only | Observed Implementation | Existing Baseline Defect | RIRBaseCharacter.cpp | GetAbilitySystemComponent | — | — | — | — | 06,13 | High | PIE enemy | +| GAS | Attr Init | Health75 MaxHealth100 Mana25 MaxMana50; Stamina not Init | Observed Implementation | Partially Implemented | RIRAttributeSet.cpp | InitHealth | — | — | — | — | 06 | High | PIE | +| GAS | Default GE prop | BP_PlayerState DefaultAttributes=None | Observed Implementation | Scaffolding Only | ObjectTools CDO | defaultAttributesGameplayEffect | BP_PlayerState | — | — | — | 06 | High | — | +| GAS | Default GEs | 4 character GEs orphaned; 0 referencers | Observed Implementation | Present but Unreferenced | get_referencers | GE_*_DefaultAttributes | — | — | — | .../GameplayEffects/PlayerCharacters/... | 06 | High | — | +| GAS | Default values | Paladin H/M 100/100; Amazon H/S 100/100; Cleric 50/200; Wizard 100/150; no Max* | Observed Implementation | — | GE CDO Modifiers | Override | GE_*_DefaultAttributes | — | — | — | 06 | High | — | +| GAS | Amazon naming | Folder/asset Amazon vs Player_Amazonian | Observed Implementation | Technical Debt | asset path | GE_Amazon_DefaultAttributes | — | — | — | — | 06,08 | High | — | +| GAS | Consumable GE | PotionHeal +25 Health Instant; wired to BP_HealthPotion | Observed Implementation | Active | CDO + DSL | ApplyEffecttoTarget | BP_HealthPotion | EventGraph | OnComponentBeginOverlap | GE_PotionHeal | 06,12 | High | Authority PIE | +| GAS | Consumable GE | PotionMana +30; HoT 0.5/0.1s; MoT 0.25/0.1s | Observed Implementation | Active | CDO + refs | — | BP_ManaPotion / OrangeSlice / ManaCrystal | — | — | GE_* | 06,12 | High | DSL confirm Pass 10 | +| GAS | Ability class | URIRGameplayAbility only; no project GA assets | Observed Implementation | Scaffolding Only / Missing | search_subclasses; find_assets GA_ | — | — | — | — | — | 06 | High | — | +| GAS | Grant/activate | No GiveAbility/TryActivateAbility/AbilitySet | Observed Implementation | Missing | Source grep; find_assets | — | — | — | — | — | 06 | High | — | +| GAS | Tags | 12 INI tags; zero native/asset referencers | Observed Implementation | Present but Unreferenced | DefaultGameplayTags.ini | State.* Disable.* Effect.* | — | — | — | Config/DefaultGameplayTags.ini | 06 | High | — | +| GAS | Cues | No project cue notifies; no GC_ assets | Observed Implementation | Missing | find_assets; search_subclasses | — | — | — | — | — | 06 | High | — | +| GAS | MMC/Exec | No project subclasses | Observed Implementation | Missing | search_subclasses | — | — | — | — | — | 06 | High | — | +| GAS | AttrSet clamp | No PostGameplayEffectExecute | Observed Implementation | Scaffolding Only | RIRAttributeSet.h/cpp | — | — | — | — | — | 06 | High | — | +| UI | Overlay path | WBP_Overlay under Overlay/ folder | Observed Implementation | Intended Behavior | get_dependencies | — | WBP_PlayerHUD | — | — | /Game/_Main/UI/Widgets/Overlay/WBP_Overlay | 11 | High | Binding walk | +| UI | Stamina debt | OnStamina* typed as Mana signatures | Observed Implementation | Technical Debt | OverlayWidgetController.h | OnStaminaChanged | — | — | — | — | 11,06 | High | — | +| UI | Dual HUD | ASC Overlay + DEPRECATED UpdatePlayerHUD | Observed Implementation | Incomplete Refactor | RIRHUD; BP base | InitOverlay; Server_UpdateHUD | — | — | — | — | 06,11 | High | PIE | +| Boundary | Combat vs potion | Abilities ApplyDamage/DEPRECATED; potions ASC GE | Observed Implementation | Incomplete Refactor | Pass 5–7 | — | — | — | — | — | 05,06 | High | PIE | +| Continuity | Editor | PIE=false; Test01; Skeleton_C_1 | Observed Implementation | — | EditorApp/SceneTools | IsPIERunning | — | — | — | Test01 | 15 | High | — | +| Repo | Git | Clean at Batch 4B start | Observed Implementation | — | git status | — | — | — | — | — | 15 | High | — | diff --git a/Documentation/Archaeology/15-HandoffStatus.md b/Documentation/Archaeology/15-HandoffStatus.md index 7323b788..31ba733f 100644 --- a/Documentation/Archaeology/15-HandoffStatus.md +++ b/Documentation/Archaeology/15-HandoffStatus.md @@ -5,16 +5,16 @@ - **Scope:** Authoritative cross-model continuation document for Phase 1. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture -- **Last completed pass / batch:** Batch 4A (Pass 8) -- **Next authorized work:** Wait for user — recommend **Pass 7** (GAS) or remaining Batch 4 passes as separately authorized +- **Last completed pass / batch:** Batch 4B (Pass 7) +- **Next authorized work:** Wait for user — recommend **Pass 9** (enemy AI) or **Pass 4** (sessions) as separately authorized ## Phase completed | Item | Value | |------|--------| | Phase | Phase 1 — Static Architecture (in progress) | -| Batch completed | Batch 4A — Animation dependencies and ability callbacks | -| Passes completed | Pass 8 | +| Batch completed | Batch 4B — Partial GAS architecture | +| Passes completed | Pass 7 | | Date completed | 2026-07-16 | | Model identifier | Cursor Grok 4.5 | @@ -22,14 +22,14 @@ ## Repository integrity -### Starting state (Batch 4A) +### Starting state (Batch 4B) - **Git:** Clean (`git status --short` empty; diffs empty). -- **Baseline commits:** `ff5640a0` Batch 1; `0d045d14` Batch 2–3 archaeology. -- **Authorization:** Batch 1–3 docs committed; `01-Phase-1-Plan.md` resolved as `00A-Phase-1-Execution-Plan.md` (committed). +- **Baseline commits include:** `4e926d1c` Batch 4A Pass 8 animation archaeology. +- **Authorization:** Batch 4A committed before start. - **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`. -### Ending state (Batch 4A close) +### Ending state (Batch 4B close) - Modified files: Markdown only under `Documentation/Archaeology/` (listed below). - No source, config, plugin, map, or Unreal asset writes. @@ -38,98 +38,87 @@ --- -## Areas fully inspected (Batch 4A) +## Areas fully inspected (Batch 4B) -- ABP_Paladin / ABP_Amazon / ABP_Cleric / ABP_Wizard structure and EventGraph ability-related reads -- Paladin / Amazonian / Cleric ability Montages via dependency → AnimNotify BP chains -- `AN_Ability_001–004`, `AN_AttackComplete` Received_Notify bodies -- Wizard animation folder (ABP only; no montages) -- Gunslinger deps (no AnimBP) -- Pass 6 status qualification / reclassification table +- Native: RIRPlayerState, RIRPlayerCharacter, RIRBaseCharacter, RIRBaseEnemyCharacter, RIRAttributeSet, RIRGameplayAbility, RIRAbilitySystemComponent, RIREffectActor, RIRHUD, OverlayWidgetController +- All 8 GE assets under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/` +- BP_PlayerState DefaultAttributes property +- Consumable EffectActor subclasses + HealthPotion apply graph +- DefaultGameplayTags.ini + tag/cue/GA negative searches +- search_subclasses for GA, cue notifies, MMC, ExecutionCalculation ## Areas partially inspected -- Montage section names, blend, root motion, notify times (tool limits) -- AnimGraph transition rule DSL (Paladin reconstructed via VariableGet; others partial) -- `Cleric_Ability003` non-montage asset referencing AN_AttackComplete (identity only) +- ManaPotion / ManaCrystal / OrangeSlice EventGraphs (refs + agent; HealthPotion DSL verified) +- WBP_Overlay Blueprint bar bindings (native controller only) +- GE GameplayEffectComponents (unreadable) ## Areas not yet inspected -- Pass 7 GE/cue/tag inventory - Pass 4 frontend/sessions - Pass 9 enemy BP AI -- Pass 10 pickups/UI trees +- Pass 10 full pickup deep dive - Pass 11 migration matrix - PIE / runtime --- -## Animation assets inspected - -| Asset | Depth | -|-------|--------| -| ABP_Paladin, ABP_Amazon, ABP_Cleric, ABP_Wizard | Graphs, variables, EventGraph DSL where available | -| Attack_*_Fast_Montage (Paladin); Paladin_Ability004_Montage | Deps → notifies | -| A_Hu_F_Combat_2H_Attack* (Amazon) | Deps → notifies | -| Cleric_PrimaryAttack_*; Cleric_Ability002/003/004_Montage | Deps → notifies | -| AN_Ability_001–004, AN_AttackComplete | Received_Notify DSL / bodies | -| Cleric_Hu_M_Spell_Staff_Up_Impact_Montage | Referencers = [] | - ## Files created -None new (updated existing `10`). +None. ## Files updated | File | Status | |------|--------| -| Documentation/Archaeology/10-AnimationDependencies.md | Draft (Pass 8 rewrite) | -| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft | +| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft (Pass 7 rewrite) | +| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (boundary note) | | Documentation/Archaeology/08-CharacterSystems.md | Draft | +| Documentation/Archaeology/11-UI-HUD-And-Sessions.md | Draft | +| Documentation/Archaeology/12-Pickups-And-Effects.md | Draft | | Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft | | Documentation/Archaeology/14-EvidenceIndex.md | Draft | | Documentation/Archaeology/15-HandoffStatus.md | Draft | -**06 not modified** (no new connected GAS interactions). -**07 not created.** +**10-AnimationDependencies.md not modified** (no new animation↔GAS interaction). +**07-AbilityMigrationMatrix.md not created.** ## Toolsets used -EditorAppToolset; SceneTools; AssetTools; BlueprintTools; ObjectTools (limited). Subagents for Paladin/Amazonian/Cleric deep walks. +EditorAppToolset; SceneTools; AssetTools; ObjectTools; BlueprintTools; GameplayTagsToolset / GameplayCueToolset (read-only via subagents). ## Tool limitations / failed queries -- Montage `Notifies` property unreadable -- Asset-registry `AnimNotifyList` empty for BP notify classes -- `read_graph_dsl` empty on AnimGraph/state/transition graphs -- `AssetTools.get_class` Unknown tool (used tags) -- Some CallMcpTool batches failed schema intermittently; retried -- Notify trigger times: Unknown — Tool Limitation +- `GameplayEffectComponents` unreadable on GE CDOs +- Some ObjectTools property-name batches on BlueprintGeneratedClass failed until Default__/alternate load path used by subagent +- search_subclasses requires `base_class` + `class_name` (not `parent_class`) +- No PIE -## Key Pass 8 outcomes +## Key Pass 7 outcomes -1. **UseAbility* callers resolved** — AnimNotify BPs, not AnimBP graphs. -2. **Cleanup** for notify-driven attacks — `AN_AttackComplete` → `SetIsAttacking`. -3. **Cleric 001/003 notifies dead** — interface unimplemented. -4. **Pass 6 primary statuses unchanged**; qualifications recorded in `10` reclassification table. -5. **Static networking risk** — Multicast montage notify evaluation required for hit windows. +1. **Only active GE application path:** consumable EffectActors (potions/food). +2. **All four character DefaultAttributes GEs orphaned**; BP_PlayerState = None. +3. **No project GAs, grants, cues, MMC, ExecutionCalculations.** +4. **All 12 INI gameplay tags unreferenced.** +5. **Dual HUD + no DEPRECATED↔ASC sync** confirmed as migration boundary. +6. **Enemy GetASC defect** remains static Incomplete Refactor affecting EffectActor on enemies. ## Suggested next bounded task **Authorize explicitly one of:** -1. Pass 7 — GAS GE/cue/tag inventory -2. Pass 9 — Enemy BP AI -3. Pass 4 — Frontend / sessions +1. Pass 9 — Enemy BP AI +2. Pass 4 — Frontend / sessions +3. Pass 10 — Pickup deep dive **Do not begin** Pass 11 or PIE until authorized. -**Starting files:** `00`, `05`, `06`, `08`, `10`, `13`, `14`, `15`. +**Starting files:** `00`, `06`, `08`, `09`, `12`, `13`, `14`, `15`. ## Confirmation - No Unreal assets modified - No source/config/map/plugin modified - No editor state intentionally modified -- No work beyond Pass 8 performed -- Waiting for explicit authorization before Pass 7 or other Batch 4 passes +- No work beyond Pass 7 performed +- Waiting for explicit authorization before Pass 9 or other passes