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
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- **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 4AAnimation dependencies and ability callbacks |
| Passes completed | Pass 8 |
| Batch completed | Batch 4BPartial 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 23 archaeology.
- **Authorization:** Batch 13 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.
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---
## 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_001004`, `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_001004, 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 7GAS GE/cue/tag inventory
2. Pass 9Enemy BP AI
3. Pass 4Frontend / sessions
1. Pass 9Enemy BP AI
2. Pass 4Frontend / sessions
3. Pass 10Pickup 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