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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- **Inspection method:** Read-only AssetTools + BlueprintTools + ObjectTools; connected subgraphs on all five playables + base correlation.
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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 7 (Batch 4B)
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- **Next pass expected to contribute:** Pass 9 / Pass 4 when authorized
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- **Last completed pass:** Pass 4 + Pass 10 (Batch 4D) — char-select spawn correlation
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- **Next pass expected to contribute:** Pass 11 when authorized
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## Draft tracking
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- Pass 6 Ability 001–004 path reconstruction
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- Pass 8: AnimBP/Montage/AnimNotify callback wiring — see `10-AnimationDependencies.md`
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- **Pass 7:** Character DefaultAttributes GEs orphaned; no per-character ASC grant; Gunslinger still no GE
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- **Pass 4:** Char-select offers Paladin/Wizard/Cleric/Amazonian only (Gunslinger absent); DefaultPawn=None → PlayerFirstSpawn
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### Pending sections
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- Weapon component deep dive if separate assets exist beyond overlaps
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- Notify trigger times (Manual Editor)
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- Interrupt cleanup if AN_AttackComplete skipped
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- PIE spawn attribute values vs orphan default GEs
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- Remote-client character-select visibility
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---
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**Observed Implementation:** ASC on `ARIRPlayerState`; character caches pointers in `InitAbilityActorInfo`. Native also calls `ARIRHUD::InitOverlay` (GAS attribute UI path).
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**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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---
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## Playable Blueprint paths
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