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>
This commit is contained in:
2026-07-16 23:17:56 -07:00
co-authored by Cursor
parent e028e16f70
commit ee65271212
11 changed files with 501 additions and 215 deletions
@@ -6,8 +6,8 @@
- **Inspection method:** Read-only AssetTools + BlueprintTools + ObjectTools; connected subgraphs on all five playables + base correlation.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 7 (Batch 4B)
- **Next pass expected to contribute:** Pass 9 / Pass 4 when authorized
- **Last completed pass:** Pass 4 + Pass 10 (Batch 4D) — char-select spawn correlation
- **Next pass expected to contribute:** Pass 11 when authorized
## Draft tracking
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- Pass 6 Ability 001004 path reconstruction
- Pass 8: AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md`
- **Pass 7:** Character DefaultAttributes GEs orphaned; no per-character ASC grant; Gunslinger still no GE
- **Pass 4:** Char-select offers Paladin/Wizard/Cleric/Amazonian only (Gunslinger absent); DefaultPawn=None → PlayerFirstSpawn
### Pending sections
- Weapon component deep dive if separate assets exist beyond overlaps
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- Notify trigger times (Manual Editor)
- Interrupt cleanup if AN_AttackComplete skipped
- PIE spawn attribute values vs orphan default GEs
- Remote-client character-select visibility
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**Observed Implementation:** ASC on `ARIRPlayerState`; character caches pointers in `InitAbilityActorInfo`. Native also calls `ARIRHUD::InitOverlay` (GAS attribute UI path).
**Pass 4 spawn path:** With `GM_Dungeoneer.DefaultPawnClass=None`, playable pawns come from `WBP_CharacterSelect``PC_Character.PlayerSelectScreenChoice``ServerSpawnCharacter``GM_Dungeoneer.GetSelectedClass``PlayerFirstSpawn` (SpawnActor + Possess). Selectable classes: Paladin, Wizard, Cleric, Amazonian. **Gunslinger not offered** on the select UI.
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## Playable Blueprint paths