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>
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- **Inspection method:** Read-only AssetTools + BlueprintTools + ObjectTools; connected subgraphs on all five playables + base correlation.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture
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- **Last completed pass:** Pass 8 (Batch 4A)
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- **Next pass expected to contribute:** Pass 7 / Pass 4 / Pass 9 when authorized
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- **Last completed pass:** Pass 7 (Batch 4B)
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- **Next pass expected to contribute:** Pass 9 / Pass 4 when authorized
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## Draft tracking
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- Interface BPI_PlayerCharacter surface
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- Override matrix (which Server_Ability events children implement)
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- Pass 6 Ability 001–004 path reconstruction
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- **Pass 8:** AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md`
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- Pass 8: AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md`
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- **Pass 7:** Character DefaultAttributes GEs orphaned; no per-character ASC grant; Gunslinger still no GE
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### Pending sections
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- Weapon component deep dive if separate assets exist beyond overlaps
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### Evidence still required
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- Notify trigger times (Manual Editor)
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- Interrupt cleanup if AN_AttackComplete skipped
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- PIE spawn attribute values vs orphan default GEs
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---
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@@ -170,7 +172,10 @@ Base Begin stubs PrintString `"Override Ability N"`. Base End stubs empty.
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| Server_UpdateHUD uses DEPRECATED floats, not ASC | Observed Implementation |
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| Native InitOverlay still runs from C++ possession | Observed Implementation (Batch 1) |
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| Dual UI attribute paths | Incomplete Refactor |
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| Character DefaultAttributes GE assets orphaned | Present but Unconnected (Pass 6) |
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| Character DefaultAttributes GE assets orphaned (0 referencers); BP_PlayerState = None | Present but Unreferenced / Scaffolding Only (Pass 7) |
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| Amazon GE naming folder `Amazon` vs Blueprint `Amazonian` | Technical Debt (Pass 7) |
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| No GE_Gunslinger | Missing (Pass 7) |
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| Consumable GEs modify ASC Health/Mana independently of ability DEPRECATED state | Partially Integrated (Pass 7) |
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---
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