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