Document Batch 4D archaeology and add README title image outside LFS.
Exclude REALMSINRUIN_TITLE_DEV.png from Git LFS so the README hero renders on Gitea. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -8,8 +8,8 @@
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- **Tool or visibility limitations:** Inherited Blueprint variables require querying each parent; CustomEvent FunctionFlags not exposed via ObjectTools; Gunslinger FiB/IsDataOnly anomaly.
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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 9 (Batch 4C) — enemy hierarchy/control expanded
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- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
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- **Last completed pass:** Pass 4 + Pass 10 (Batch 4D)
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- **Next pass expected to contribute:** Pass 11 when authorized
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## Draft tracking
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@@ -20,14 +20,15 @@
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- WBP_PlayerHUD asset-class resolution (AHUD, not UserWidget)
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- BP_PlayerState DefaultAttributesGameplayEffect = None
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- **Pass 9:** Enemy EventGraphs empty; stock AIController; BPI partial; no BT/BB
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- **Pass 4/10:** Frontend PC/GM/GI roles; BPI_PlayerController `UpdatePlayerHUD`/`AddGold` unimplemented on `PC_Character`; EffectActor vs `BP_BasePickUp` hierarchies
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### Pending sections
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- Frontend/session graphs (Pass 4)
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- CommonUI content usage
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- Exact CustomEvent reliable flags
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### Evidence still required
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- Exact CustomEvent reliable flags
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- PIE possession of placed skeletons
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- CommonUI content usage
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- Whether any other class implements `AddGold` / `UpdatePlayerHUD`
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---
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@@ -132,12 +133,16 @@ See Batch 1 sections for `ARIRBaseCharacter`, `ARIRPlayerCharacter`, `ARIRBaseEn
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|-------|--------|
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| Path | `/Game/_Main/Blueprints/Player/PC_Character` |
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| Parent | RIRPlayerController |
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| Interface | BPI_PlayerController (GetPC_DungeoneerReference) |
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| Interface | BPI_PlayerController |
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| Variables | CharacterSelectHUD |
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| Implemented events | ServerSpawnCharacter, ReceiveBeginPlay, PlayerFirstSpawn, PlayerSelectScreenChoice, PlayerRespawn |
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| **Not implemented** (`bIsImplemented=false`) | `UpdatePlayerHUD`, `AddGold`, `SetPlayerCanMove`, `AddKill_PlayerController` |
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| Native C++ | `RIRPlayerController` has **no** `UpdatePlayerHUD` / `AddGold` symbols |
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| CDO IMC | `/Game/_Main/Blueprints/Player/Inputs/IMC_PlayerDefault` |
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| CDO MovementInput | `/Game/_Main/Blueprints/Player/Inputs/Movement/IA_Movement` |
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**Pass 4:** BeginPlay creates char-select only on Authority∧IsServer. Spawn path: select → ServerSpawnCharacter → GM GetSelectedClass → PlayerFirstSpawn → SpawnActor+Possess.
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### 4.2 `BP_PlayerState`
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| Field | Value |
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@@ -155,16 +160,17 @@ See Batch 1 sections for `ARIRBaseCharacter`, `ARIRPlayerCharacter`, `ARIRBaseEn
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| Asset | Parent | Notes |
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|-------|--------|-------|
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| `/Game/_Main/Blueprints/Game/GameInstance/GI_Dungeoneer` | GameInstance | IsDataOnly; no implemented events; empty deps |
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| `/Game/_Main/Blueprints/Game/GameInstance/GI_Dungeoneer` | GameInstance | Empty EventGraph; **0 referencers**; not in `GameInstanceClass` INI — Present but Unconnected |
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| `/Game/_Main/Blueprints/Game/GameMode/GM_Dungeoneer` | GameModeBase | BPI_GameMode; vars PlayerStartLocations, ConnectedPlayers, Player Stats; events PostLogin/Logout/BeginPlay/GetSelectedClass |
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| `/Game/_Main/Blueprints/Game/GameMode/GM_MainMenu` | GameModeBase | IsDataOnly; deps PC_MainMenu, BP_MainMenuPawn |
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| `/Game/_Main/Blueprints/Player/PC_MainMenu` | PlayerController | HostGame CreateAdvancedSession; JoinGame JoinSession; creates WBP_MainMenu |
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**GM_Dungeoneer CDO (Observed Implementation):**
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- HUDClass = `WBP_PlayerHUD_C`
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- PlayerControllerClass = `PC_Character_C`
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- PlayerStateClass = `BP_PlayerState_C`
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- DefaultPawnClass = None (spawn via PC flow)
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- DefaultPawnClass = None (spawn via PC char-select flow)
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---
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@@ -179,6 +185,8 @@ See Batch 1 sections for `ARIRBaseCharacter`, `ARIRPlayerCharacter`, `ARIRBaseEn
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No separate ability/damage/targeting/session BPI assets under `/Game/_Main/Blueprints/Interfaces` beyond the four above.
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**Pass 10:** Callers of `UpdatePlayerHUD` / `AddGold` exist; `PC_Character` does not implement them → Present but Unconnected.
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---
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## 7. WBP_PlayerHUD resolution
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@@ -192,6 +200,7 @@ No separate ability/damage/targeting/session BPI assets under `/Game/_Main/Bluep
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| Verdict | **AHUD Blueprint**, not a Widget Blueprint. `WBP_` prefix is misleading. |
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| Referencers | `GM_Dungeoneer` |
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| Dependencies | REALMSINRUIN, `WBP_Overlay`, `BP_OverlayWidgetController` |
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| CDO (Pass 10) | `overlayWidgetClass=WBP_Overlay_C`; `overlayWidgetControllerClass=BP_OverlayWidgetController_C` |
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Resolves Batch 1 subclass-search anomaly: ObjectTools returned this asset under RIRHUD search because it **is** an RIRHUD child.
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@@ -210,5 +219,7 @@ Resolves Batch 1 subclass-search anomaly: ObjectTools returned this asset under
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| Enemy ASC access | Enemy ASC on self | Base GetASC from PlayerState | Both Observed; interface path likely broken for enemies |
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| Default attributes | GE assets exist; property on PS | BP_PlayerState CDO = None; never applied in C++ | Property unused; apply path still Unknown / missing |
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| HUD naming | `WBP_PlayerHUD` name suggests widget | Parent is RIRHUD (AHUD) | AHUD — name is Documented Intent mismatch |
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| Dual HUD systems | Native InitOverlay → WBP_Overlay + ASC | BP Server_UpdateHUD → DEPRECATED floats → UpdatePlayerHUD | Both Observed Implementation; incomplete GAS migration |
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| Dual HUD systems | Native InitOverlay → WBP_Overlay + ASC | BP Server_UpdateHUD → UpdatePlayerHUD | Overlay Connected; UpdatePlayerHUD **unimplemented** on PC (Pass 10) |
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| Gameplay Abilities | URIRGameplayAbility Documented Intent | No GA assets; legacy Server_Ability_* | Legacy BP abilities active |
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| Gold | BP_BasePickUp calls AddGold | AddGold unimplemented on PC_Character | Mutation Present but Unconnected |
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| GameInstance | GI_Dungeoneer asset exists | Not in GameInstanceClass; 0 refs | Present but Unconnected |
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