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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# 12 — Pickups and Effects
**Status: Draft**
- **Scope (Batch 1 seed):** Native `ARIREffectActor` mechanism + discovered Blueprint subclass paths. No overlap/authority graph inspection yet.
- **Inspection method:** Native C++ + search_subclasses.
- **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 10
## Draft tracking
### Completed sections
- ApplyEffectToTarget GE application path
- Instant/Duration GE class properties
- Blueprint child paths for potions / orange slice / mana crystal
### Pending sections
- Per-pickup overlap, authority, destroy/respawn, UI notify
- Classification: GE vs direct DEPRECATED var mutation vs hybrid
- Gold / stamina pickups if present
### Evidence still required
- Connected Blueprint graphs on each item BP
- Whether `GetAbilitySystemComponent` succeeds on player vs enemy targets
---
## Native mechanism (Observed Implementation)
`ARIREffectActor::ApplyEffectToTarget`:
1. `UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor)`
2. Early-out if null
3. MakeOutgoingSpec(GEClass, 1.f) + ApplyGameplayEffectSpecToSelf
**Inferred:** Intended pickup path is **Gameplay Effect** based for subclasses of this actor. Confirmation requires Blueprint graphs.
**Blueprint subclass seeds:**
| Asset |
|-------|
| `/Game/_Main/Blueprints/Items/Food/BP_OrangeSlice` |
| `/Game/_Main/Blueprints/Items/Potion/BP_HealthPotion` |
| `/Game/_Main/Blueprints/Items/Potion/BP_ManaPotion` |
| `/Game/_Main/Blueprints/Items/Potion/BP_ManaCrystal` |
Calibration also listed GE assets such as `GE_PotionHeal`, `GE_PotionMana`, `GE_HoT_Small`, `GE_MoT_Small` under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/`.