# 13 — Unknowns and Runtime Questions **Status: Draft** - **Scope:** Unresolved questions after Batches 1–3. Separates confirmed static findings from questions needing further Blueprint, runtime, or config inspection. - **Inspection method:** Consolidation of Batches 1–3; Batch 3 resolved per-character ability path unknowns. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. - **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags not readable; comment-box membership limited; no PIE this batch. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture - **Last completed pass:** Pass 6 (Batch 3) - **Next pass expected to contribute:** Batch 4 (Pass 4 / 7 / 8 / 9 — only when authorized) ## Draft tracking ### Completed sections - Batch 1 unknowns grouped by verification method - Batch 2 resolutions: WBP_PlayerHUD class; BP_PlayerState DefaultAttributes=None; legacy ability routing documented - Batch 3 resolutions: per-character Ability 001–004 connected paths; Wizard/Gunslinger stub confirmation; UseAbility* presence matrix - Enemy ASC accessor defect still confirmed static ### Pending sections - Frontend/session/enemy AI/animation unknowns (Batch 4) - Runtime test procedures after static ability archaeology ### Evidence still required - AnimNotify → UseAbility* wiring (Pass 8) - Live ASC vs DEPRECATED HUD coexistence in PIE - Enemy BP AI connected graphs (Pass 9) - GE/cue referencer map (Pass 7) --- ## Resolved in Batch 2 (no longer Unknown) | Question | Resolution | Classification | Doc | |---|---|---|---| | Is `WBP_PlayerHUD` a Widget or AHUD? | Parent is `RIRHUD`; AHUD Blueprint; `WBP_` name misleading | Observed Implementation | 03, 11 | | Does `BP_PlayerState` assign DefaultAttributes GE? | CDO `defaultAttributesGameplayEffect` = **None** | Observed Implementation | 03, 06 | | How are abilities routed/networked on base? | IA_Ability_* → Server_Ability_* stubs/overrides; Multicast FX helpers | Observed Implementation | 05, 08 | --- ## Resolved in Batch 3 (Pass 6) | Question | Resolution | Classification | Doc | |---|---|---|---| | Full Ability 001–004 paths per playable | Documented per character in tables | Observed Implementation | 05, 08 | | Does Wizard implement Server_Ability_*? | No local implementations; inherit PrintString stubs | Observed Implementation | 05, 08 | | Is Gunslinger data-only? | IsDataOnly=True; deps only base; inherited stubs | Observed Implementation | 05, 08 | | Amazonian working melee path | Ability 001 Begin → Multicast montage → UseAbility001 Authority BoxOverlap ApplyDamage | Observed Implementation + Observed Runtime Behavior | 05 | | Are UseAbility* still invoked? | Present and connected on Paladin 001/004, Amazonian 001, Cleric 002/004; caller of UseAbility* itself Unknown (likely AnimNotify) | Observed Implementation / Unknown caller | 05, 10 | | Who calls PlayerDeath from Amazonian? | ReceiveAnyDamage → DEPRECATED_CurrentHealth ≤0 → PlayerDeath | Observed Implementation | 05, 08 | | Parent calls on ability overrides? | Paladin/Amazonian/Cleric: **No** | Observed Implementation | 05 | --- ## Confirmed static defects with runtime questions | Confirmed finding | Evidence classification | Issue classification | Exact evidence | Runtime question | |---|---|---|---|---| | Enemy ASC on self vs GetASC from PlayerState | Observed Implementation | Incomplete Refactor | RIRBaseEnemyCharacter.cpp; RIRBaseCharacter.cpp | Which systems fail when interface ASC lookup is null for enemies? | | Dual HUD attribute paths (ASC Overlay vs DEPRECATED floats) | Observed Implementation | Incomplete Refactor | RIRHUD InitOverlay; BP Server_UpdateHUD | Do both run? Which drives visible bars in PIE? | | DefaultAttributesGameplayEffect unused (C++ and BP_PlayerState=None) | Observed Implementation | Partially Implemented | RIRPlayerState.h; BP_PlayerState CDO | What sets initial Health/Mana at spawn? | | Cleric Ability 004 SpawnActor Class empty + mana CanUse unwired | Observed Implementation | Existing Baseline Defect | Player_Cleric UseAbility004 / Begin | Does 004 appear to fire but do nothing in PIE? | | Multi_SpawnParticle empty EmitterTemplate (Paladin 004, Cleric 002) | Observed Implementation | Partially Implemented | UseAbility graphs | Visible missing VFX only? | --- ## Requires Blueprint / animation inspection (remaining) | Question | Why insufficient | Paths | Method | Priority | Dependency | |---|---|---|---|---|---| | Who calls UseAbility*? | Events connected; callers not in EventGraph | Character AnimMontages / AnimBP | Pass 8 notify walk | High | Pass 6 bodies done | | Enemy chase/attack Blueprint logic | Structural only in Pass 3 | BP_EnemyCharacterBase, BP_Enemy_Skeleton, BPI_EnemyCharacter | Pass 9 connected graphs | High | Pass 3 structure | | Do EffectActor children call ApplyEffectToTarget? | Native mechanism only | BP_HealthPotion etc. | Pass 10 | Medium | Batch 1 | | Is CommonUI used by live content? | Plugin enabled; no native refs | /Game/_Main/UI | Widget parent inspection | Low | Batch 1 | | Paladin Ability 002 block absorb | IsBlocking set; no damage absorb path traced | ABP_Paladin / PlayerHitCheck | Pass 8 + hit graphs | Medium | Pass 6 | | Amazonian PerformingWhirlwind | Get without Set | Player_Amazonian | Search all graphs / macros | Low | Pass 6 | --- ## Requires runtime inspection / PIE | Question | Why | Method | Priority | |---|---|---|---| | Enemy ASC accessor impact | Static mismatch; need consumers | PIE + AbilitySystemInspector | High | | Default attribute values after spawn | No apply path found | PIE attribute values after possess | High | | Dual HUD coexistence | Two static paths | Observe both overlay and UpdatePlayerHUD | Medium | | Session create/find/join | Latent online ops | Network test after Pass 4 | Medium | | Ability Server RPC reliability / prediction feel | Flags unread | Multi-client ability press | Medium | | Wizard BeginPlay skipping Parent | May leave InitialSpawnLocation unset | Spawn Wizard → death/respawn location | Medium | --- ## Requires broader filesystem/configuration inspection | Question | Search | Priority | |---|---|---| | OnlineSubsystem / Steam settings location | Config/**, Plugins/**/Config, Saved/Config | Medium | | GameInstance class assignment outside DefaultEngine sample | INI + referencers of GI_Dungeoneer | Medium | --- ## Requires manual editor inspection | Question | Why | Paths | |---|---|---| | Montage notify timings | Registry tags limited | Character montages | | DEPRECATED comment-box visual regions | find_nodes Comment returned [] | BP_PlayerCharacterBase / children EventGraphs | | CustomEvent Reliable vs Unreliable | ObjectTools on node failed | Server_/Multicast_ events | --- ## Tool and environment limitations | Item | Detail | Impact | |---|---|---| | Semantic Search | HTTP 401 / no API key | No semantic discovery | | CustomEvent FunctionFlags | list_properties failed on event nodes | RPC reliability Unknown | | Comment boxes | find_nodes(title=Comment) empty | Visual DEPRECATED regions Unknown | | Git | Available (baseline commit exists) | Dirty-tree gate works | | No PIE in Batch 3 | Constraint honored | Runtime questions deferred | --- ## Naming ambiguities | Item | Status | |---|---| | Amazon vs Amazonian | Still open for GE folder naming (Pass 7) | | WBP_PlayerHUD | **Resolved** — AHUD named like a widget | --- ## Conflicting evidence | Conflict | Current resolution | Remaining | |---|---|---| | Enemy ASC ownership vs accessor | Confirmed static defect | PIE impact | | Default attributes present vs unused | BP_PlayerState=None; C++ unused; character GEs orphaned | Who applies GEs if anyone | | URIRGameplayAbility "all abilities" vs legacy BP | Legacy active; GA scaffolding only | Pass 7 reconfirm | | Dual HUD systems | Both connected | PIE which is authoritative for bars | --- ## Priority order for later verification 1. Batch 4 Pass 7 — GE/cue/tag inventory 2. Pass 8 — AnimNotify → UseAbility wiring 3. Pass 9 — enemy Blueprint AI 4. Pass 4 — sessions / frontend 5. Controlled PIE for ASC, attributes, dual HUD, enemy GetASC, Cleric 004 / Wizard spawn