Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.

Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 19:40:19 -07:00
co-authored by Cursor
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# 09 — Enemy AI Static Analysis
**Status: Draft**
- **Scope (Batch 1 seed):** Native enemy class only + Blueprint child path seeds. No Behavior Tree assumption. No deep enemy Blueprint graph walk yet.
- **Inspection method:** Read `ARIRBaseEnemyCharacter`; calibration prior (no BT/BB/custom AIController assets); subclass path search.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 2 (Batch 1)
- **Next pass expected to contribute:** Batch 4 Pass 9
## Draft tracking
### Completed sections
- Native enemy ASC ownership and highlight interface
- Confirmation: no chase/attack/MoveTo in native C++
- Blueprint child paths
### Pending sections
- BP_EnemyCharacterBase / BP_Enemy_Skeleton graphs (Tick, overlaps, MoveTo, timers)
- AIControllerClass / AutoPossessAI on CDOs
- Reconfirm BT asset absence
### Evidence still required
- Where chase/attack was intended to live (Blueprint vs missing)
- Runtime root cause of nonfunctional chase/attack — Requires Runtime Inspection
---
## Native findings
**Observed Implementation:** `ARIRBaseEnemyCharacter` implements:
- ASC + AttributeSet on self (Minimal replication)
- InitAbilityActorInfo(this, this) in BeginPlay
- ITargetInterface highlight via custom depth
- Visibility collision on mesh
**Observed Implementation:** No AIController subclass, no MoveTo, no perception, no attack timers in native.
**Calibration (prior Observed Implementation):** Stock `/Script/AIModule.AIController`; AutoPossessAI PlacedInWorld on skeleton instance; no project BehaviorTree assets.
**Issue:** Existing Baseline Defect (enemy chase/attack nonfunctional per project brief). Static native code alone cannot confirm root cause.
**Blueprint seeds:** `BP_EnemyCharacterBase`, `BP_Enemy_Skeleton`.