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 <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 21:29:19 -07:00
co-authored by Cursor
parent 4e926d1ccc
commit e50c8032ef
8 changed files with 402 additions and 240 deletions
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**Status: Draft**
- **Scope:** Shared `BP_PlayerCharacterBase` ability architecture (Batch 2) plus per-character Ability 001004 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 001004 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_001004`); `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
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@@ -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.
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## Authority / networking findings (flags, no fixes)