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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**Status: Draft**
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- **Scope:** Unresolved questions after Batches 1–3 and Batch 4A Pass 8.
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- **Inspection method:** Consolidation of Batches 1–3 + Pass 8 animation archaeology.
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- **Scope:** Unresolved questions after Batches 1–3, Batch 4A Pass 8, and Batch 4B Pass 7.
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- **Inspection method:** Consolidation of static archaeology through Pass 7.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies array / times unreadable; AnimGraph DSL empty; no PIE.
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- **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies/times unreadable; GE GameplayEffectComponents unreadable; no PIE.
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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 / 4 / 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 / Pass 10 when authorized
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## Draft tracking
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### Completed sections
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- Batch 1–3 unknowns and resolutions
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- **Pass 8 resolutions:** UseAbility* callers; Amazonian melee anim path; Cleric dead notifies; cleanup via AN_AttackComplete; PerformingWhirlwind not animation-driven
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- Pass 8 animation callback resolutions
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- **Pass 7 resolutions:** GE inventory; orphan default attrs; tag orphan status; no GAs/cues/grants; consumable GE wiring; dual HUD/stamina debt confirmed
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### Pending sections
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- Frontend/session/enemy AI (Pass 4 / 9)
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- GE/cue inventory (Pass 7)
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- Frontend/session (Pass 4)
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- Enemy BP AI (Pass 9)
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- Pickup deep graphs (Pass 10)
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- Runtime test procedures
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### Evidence still required
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- PIE dual HUD / spawn attributes / potion vs combat health
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- Notify trigger times (Manual Editor)
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- Interrupt vs AN_AttackComplete behavior (PIE)
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- Live ASC vs DEPRECATED HUD coexistence (PIE)
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- Interrupt vs AN_AttackComplete (PIE)
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---
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## Resolved in Batch 2–3 (unchanged)
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See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Ability_*; DefaultAttributes=None; WBP_PlayerHUD is AHUD.
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---
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## Resolved in Batch 4A (Pass 8)
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## Resolved in Batch 4B (Pass 7)
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| Question | Resolution | Classification | Doc |
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|---|---|---|---|
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| Who calls UseAbility*? | `AN_Ability_001–004` AnimNotify BPs → BPI interface on montage owner | Observed Implementation | 10, 05 |
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| Paladin 001 damage via anim callback? | Yes — `AN_Ability_001` during Attack_* montages | Observed Implementation | 10 |
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| Paladin block Montage/notify? | No Montage; ABP Block from `IsBlocking`; End clears | Observed Implementation | 10 |
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| Paladin charge Montage cleanup? | No — ChargeTimeline / ability logic | Observed Implementation | 10 |
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| Amazonian working melee anim path? | Begin → Multicast → `AN_Ability_001` → UseAbility001 → Authority damage; `AN_AttackComplete` clears | Observed Implementation + Observed Runtime Behavior | 10 |
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| Weapon collision notify windows? | Not observed — overlaps inside UseAbility* | Observed Implementation (absence) | 10 |
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| PerformingWhirlwind set by anim? | No — not in ABP/montages; still Get-only | Observed Implementation | 10 |
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| Cleric 001 hidden notify gameplay? | Notify present; `UseAbility001` unimplemented — dead | Observed Implementation | 10 |
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| Cleric 002/003/004 anim dependency? | 002/004 notify-driven; 003 timer + vestigial AN_Ability_003; ABP Divine Circle | Observed Implementation | 10 |
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| Wizard spell via anim callbacks? | No Wizard montages; ABP locomotion only | Observed Implementation | 10 |
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| Gunslinger shared AnimBP/Montage? | No AnimBP dependency | Observed Implementation | 10 |
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| CurrentlyAttacking clear on montage complete? | Via `AN_AttackComplete` → SetIsAttacking; interrupt Unknown | Observed Implementation / Unknown interrupt | 10 |
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| Death anim invoke destroy/respawn? | No — ABP Death presentation; PlayerDeath on character | Observed Implementation | 10 |
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| Which GEs exist? | Exactly 8 under GAS/GameplayEffects | Observed Implementation | 06 |
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| Are default-attribute GEs applied? | No — 0 referencers; BP_PlayerState = None; native never applies | Present but Unreferenced / Scaffolding Only | 06 |
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| 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 |
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| GE_Gunslinger? | None observed | Missing | 06 |
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| Are INI tags used? | Defined; zero native/BP/GE referencers observed | Present but Unreferenced | 06 |
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| Project GAs / grants / cues? | None observed (negative searches logged) | Missing / Scaffolding Only (URIRGameplayAbility) | 06 |
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| What applies GEs at runtime? | Consumable EffectActors only (static path) | Partially Integrated | 06, 12 |
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| Stamina overlay delegate debt? | OnStamina* properties reuse Mana signature types | Technical Debt | 11, 06 |
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| Sync DEPRECATED ↔ ASC? | None observed | Missing / Incomplete Refactor | 06, 05 |
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---
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@@ -59,13 +51,14 @@ See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Abili
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| Confirmed finding | Issue | Runtime question |
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|---|---|---|
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| Enemy ASC vs GetASC | Incomplete Refactor | PIE impact |
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| Dual HUD paths | Incomplete Refactor | Which drives bars? |
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| DefaultAttributes unused | Partially Implemented | Spawn attribute source? |
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| Enemy ASC vs GetASC PlayerState | Incomplete Refactor / Existing Baseline Defect | Do potions/effects fail on enemies? |
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| Dual HUD paths | Incomplete Refactor | Which bars drive visible UI? |
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| DefaultAttributes unused + orphan character GEs | Partially Implemented / Present but Unreferenced | Spawn Health/Mana = native 75/25? |
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| Combat uses DEPRECATED; potions use ASC | Incomplete Refactor | Potion heal invisible to combat death? |
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| Stamina/MaxStamina not Init'd | Partially Implemented | Overlay stamina bars at 0? |
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| Default GEs Override Health/Mana without Max* | Technical Debt (if ever applied) | Current > Max possible? |
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| Cleric 004 empty SpawnActor + mana bypass | Existing Baseline Defect | PIE behavior |
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| Gameplay hit windows depend on Multicast montage notify eval on server | Technical Debt / static risk | Does server always evaluate notifies? |
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| Interrupt may skip AN_AttackComplete | Incomplete Refactor | Stuck CurrentlyAttacking? |
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| Cleric AN_Ability_001 / 003 dead receivers | Existing Baseline Defect / Technical Debt | Cosmetic-only primary attack? |
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| Multicast montage notify hit windows | Technical Debt | Server eval always? |
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---
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@@ -73,12 +66,13 @@ See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Abili
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| Question | Method | Priority |
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| Notify trigger times / sections | Manual Editor | Medium |
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| Interrupt cleanup | PIE | High |
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| GE/cue referencers | Pass 7 | High |
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| Enemy BP AI | Pass 9 | High |
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| Enemy BP AI chase/attack | Pass 9 | High |
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| Sessions / frontend | Pass 4 | Medium |
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| Paladin block absorb (PlayerHitCheck) | Graph walk (non-anim) | Medium |
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| Full pickup authority/respawn | Pass 10 | Medium |
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| Notify trigger times | Manual Editor | Medium |
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| Interrupt cleanup | PIE | High |
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| Dual HUD + spawn attrs + potion/combat health | PIE | High |
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| GE GameplayEffectComponents / cues | Manual Editor / alternate tool | Low |
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---
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@@ -86,17 +80,16 @@ See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Abili
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| Item | Impact |
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| Montage `Notifies` property unreadable | Times Unknown; presence via deps |
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| AnimNotifyList registry tag empty for BP notifies | Do not trust tag alone |
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| AnimGraph / transition DSL empty | State drivers via EventGraph + VariableGet |
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| GE GameplayEffectComponents unreadable | Per-GE cue/component tags Unknown |
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| Montage Notifies / AnimGraph DSL | Pass 8 limits stand |
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| CustomEvent Reliable flags | Unknown |
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| No PIE in Batch 4A | Runtime deferred |
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| No PIE in Batch 4B | Runtime deferred |
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---
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## Priority order for later verification
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1. Pass 7 — GE/cue/tag inventory
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2. Pass 9 — enemy Blueprint AI
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3. Pass 4 — sessions / frontend
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4. Controlled PIE — dual HUD, notify interrupt, server montage eval, Cleric 001/004
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1. Pass 9 — enemy Blueprint AI
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2. Pass 4 — sessions / frontend
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3. Pass 10 — pickup deep dive
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4. Controlled PIE — dual HUD, spawn attrs, EffectActor on player/enemy, potion vs DEPRECATED health
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