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
@@ -2,44 +2,46 @@
**Status: Draft**
- **Scope:** Unresolved questions after Batches 13, Batch 4A4C (Passes 8, 7, 9).
- **Inspection method:** Consolidation through Pass 9.
- **Scope:** Unresolved questions after Batches 14D (Passes 4, 710).
- **Inspection method:** Consolidation through Pass 10.
- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; no PIE.
- **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; Sphere CDO collision unreadable; no PIE.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 9 (Batch 4C)
- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
- **Last completed pass:** Pass 4 + Pass 10 (Batch 4D)
- **Next pass expected to contribute:** Pass 11 when authorized
## Draft tracking
### Completed sections
- Batch 13 / Pass 7 / Pass 8 resolutions
- **Pass 9 resolutions:** chase/attack Implementation Missing; empty enemy EventGraphs; stock AIController; no BT/BB/navmesh; orphan attack montage; ABP SetIsDead(false); GetASC not chase cause
- Batch 13 / Pass 7 / Pass 8 / Pass 9 resolutions
- **Pass 4 resolutions:** GI empty/unwired; session graphs Partial; OnlineSubsystem INI Missing; map/GameMode deps; char-select spawn
- **Pass 10 resolutions:** Overlay Health/Mana only; UpdatePlayerHUD/AddGold unimplemented; EffectActor authority risk; gold Partial; no stamina pickup/UI
### Pending sections
- Frontend/session (Pass 4)
- Pickup deep graphs (Pass 10)
- Runtime test procedures
- Runtime test procedures (Pass 11 may list; PIE still unauthorized until requested)
### Evidence still required
- PIE possession / ApplyDamage feedback / Death state reachability
- Session create/find/join with OnlineSubsystem defaults
- Notify trigger times (Manual Editor)
---
## Resolved in Batch 4C (Pass 9)
## Resolved in Batch 4D (Pass 4 + Pass 10)
| Question | Resolution | Classification | Doc |
|---|---|---|---|
| Where does chase/attack live? | **Nowhere connected** — native + BP EventGraphs empty; BPI AddPlayerTarget/EnemyMeleeAttack unimplemented | Implementation Missing | 09 |
| AIController? | Stock `/Script/AIModule.AIController`; AutoPossessAI PlacedInWorld | Observed Implementation | 09 |
| BehaviorTree/Blackboard/Perception? | None in project | Missing | 09 |
| Navmesh in Test01? | No NavMeshBoundsVolume / RecastNavMesh | Missing (secondary) | 09 |
| Does GetASC defect cause chase failure? | **No** — chase has no ASC dependency | Observed Implementation | 09, 06 |
| Enemy attack montage? | Exists; 0 referencers | Present but Unreferenced | 09, 10 |
| Enemy death anim? | ABP Death + death anims; IsDead forced false each Update | Connected but Incomplete | 09, 10 |
| Enemy receive player damage? | No ReceiveAnyDamage / health mutation on enemy BP | Implementation Missing | 09, 05 |
| Where is session logic? | `PC_MainMenu` + `WBP_MainMenu` / `WBP_GameSlot` — not GI | Observed Implementation | 11 |
| Is GI used? | Empty; not in GameInstanceClass; 0 refs | Present but Unconnected | 11, 02 |
| OnlineSubsystem project INI? | Absent from Config/*.ini | Missing | 11, 02 |
| How DefaultPawn=None gets a pawn? | Char-select → ServerSpawnCharacter → PlayerFirstSpawn | Connected (static) | 11, 08 |
| Gunslinger in select UI? | No | Missing from select | 11, 08 |
| Does UpdatePlayerHUD update widgets? | Unimplemented on PC_Character; not in RIRPlayerController C++ | Present but Unconnected | 11, 03 |
| Stamina UI? | No Overlay child; no stamina widget asset | Present but Unconnected / Missing | 11, 06 |
| Pickup authority? | EffectActors: no SwitchHasAuthority; gold: has Authority | Authority Risk / Partial | 12 |
| Gold storage? | AddGold called but unimplemented | Present but Unconnected | 12 |
| Stamina / other currency pickups? | None found | Missing / negative inventory | 12 |
---
@@ -52,8 +54,14 @@
| AutoPossessAI PlacedInWorld | Possession Configuration Conflict for **spawned** enemies | Do spawners create uncontrolled pawns? |
| ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? |
| No enemy damage reception | Existing Baseline Defect | Player hits show nothing? |
| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy |
| Dual HUD / orphan default GEs | Incomplete Refactor | PIE attribute/UI |
| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy destroys loot without heal? |
| UpdatePlayerHUD unimplemented | Incomplete Refactor | Does Server_UpdateHUD no-op? |
| AddGold unimplemented | Incomplete Refactor | Gold SFX+destroy without score? |
| EffectActor no authority | Authority Risk | Client/server double-destroy or missed GE? |
| JoinSession no OnSuccess pin | Partial | Does join travel occur? |
| OnlineSubsystem INI Missing | Missing | LAN/Steam sessions fail silently? |
| Char-select server-only create | Partial | Remote clients stuck without pawn UI? |
| Orphan default GEs / dual resources | Incomplete Refactor | Spawn Health/Mana vs Overlay |
---
@@ -61,16 +69,16 @@
| Question | Method | Priority |
|---|---|---|
| Sessions / frontend | Pass 4 | Medium |
| Full pickup authority/respawn | Pass 10 | Medium |
| PIE: possession, ApplyDamage feedback, Death, EffectActor | PIE | High |
| Controlled PIE — sessions, Overlay, potions, gold, enemy idle | PIE (explicit auth) | High |
| JoinSession travel internals | PIE / Manual Editor | High |
| ABP Death transition pins | Manual Editor | Low |
| Sphere GenerateOverlapEvents exact | Manual Editor / SCS | Medium |
---
## Priority order for later verification
1. Pass 4 — sessions / frontend
2. Pass 10 — pickup deep dive
3. Controlled PIE — enemy idle/possession, player hit feedback, dual HUD, potions
4. Pass 11 — migration matrix (after Batch 4 complete)
1. **Pass 11** — synthesis / executive summary / migration matrix (when authorized)
2. Controlled PIE — menu→Test01 spawn, Overlay bars, potion GE, gold no-op, enemy idle
3. Multiplayer PIE — host Dev_Island, join travel, remote char-select
4. Manual Editor — collision templates, AnimGraph pins