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
@@ -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.