# 15 — Handoff Status **Status: Draft** - **Scope:** Authoritative cross-model continuation document for Phase 1. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture - **Last completed pass / batch:** Batch 3 (Pass 6) - **Next authorized work:** Wait for user — recommend **Batch 4** (Pass 4 sessions / Pass 7 GAS / Pass 8 animation — only as authorized) ## Phase completed | Item | Value | |------|--------| | Phase | Phase 1 — Static Architecture (in progress) | | Batch completed | Batch 3 — Per-character ability archaeology | | Passes completed | Pass 6 (Paladin → Amazonian → Cleric → Wizard → Gunslinger) | | Date completed | 2026-07-16 | | Model identifier | Cursor Grok 4.5 | --- ## Repository integrity ### Starting state (Batch 3) - **Git:** Dirty with expected Batch 2 Archaeology Markdown only (not unexpected): - Modified: `03`, `06`, `08`, `09`, `11`, `13`, `14`, `15` - Untracked: `05-LegacyAbilityArchitecture.md` - **Baseline commit:** `ff5640a0` Establish UE 5.8 known-good baseline with Batch 1 archaeology docs. - **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`. ### Ending state (Batch 3 close) - Modified/created files: Markdown only under `Documentation/Archaeology/` (listed below). - **Unexpected untracked file reported (not reverted):** `Documentation/Archaeology/01-Phase-1-Plan.md` — present at close; not created by Pass 6 doc writes; contents not inspected this closeout. - No source, config, plugin, map, or Unreal asset writes. - PIE not started; level and selection not changed intentionally. - Ending Git check: only Archaeology Markdown dirty (confirm at close). --- ## Areas fully inspected (Batch 3 tools) - Player_Paladin: Ability 001–004 Begin/End/UseAbility/Charge/ChargeBox connected paths - Player_Amazonian: Ability 001 + UseAbility001 + ReceiveAnyDamage; 002–004 absence - Player_Cleric: Ability 001–004 + ConcentrateHandle/EndConcentrate + UseAbility002/004 - Player_Wizard: EventGraph walk; alternate UseAbility/input/spell search; unwired assets - Player_Gunslinger: IsDataOnly confirmation; Parent-only EventGraph; inherited stubs ## Areas partially inspected - FCanUseMana function body (call sites only) - Client_Charge / ChargeTimeline numeric curve details - PlayerHitCheck graphs (existence known; full absorb logic → later) - Montage notify tracks (seeded in doc 10 → Pass 8) ## Areas not yet inspected - Frontend/session flows (Batch 4 Pass 4) - GE/cue systemwide inventory (Batch 4 Pass 7) - Animation deep dive / AnimNotify → UseAbility (Batch 4 Pass 8) - Enemy BP AI deep dive (Batch 4 Pass 9) - Full UI trees / pickups (Batch 4) - Cross-character migration matrix doc 07 (Pass 11) --- ## Blueprints inspected | Asset | Depth | |-------|--------| | BP_PlayerCharacterBase | Correlation only (Batch 2 deep dive stands) | | Player_Paladin | Pass 6 full ability path reconstruction | | Player_Amazonian | Pass 6 full ability path reconstruction | | Player_Cleric | Pass 6 full ability path reconstruction | | Player_Wizard | Pass 6 ability + alternate path search | | Player_Gunslinger | Pass 6 data-only / inherited stub confirmation | Referenced when required for ability identity: montage paths, MagicSpell_01_Cue, BP_PlayerProjectile (unwired), GE_* DefaultAttributes (orphans), NS_Wizard_Ability001 (unwired). ## C++ classes inspected None new this batch (Batch 1 inventory stands). ## Assets / configs inspected Unreal content via MCP read-only only. No config file writes. ## Files created | File | Status | |------|--------| | Documentation/Archaeology/10-AnimationDependencies.md | Draft | ## Files updated | File | Status | |------|--------| | Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (major Pass 6 rewrite) | | Documentation/Archaeology/06-PartialGASArchitecture.md | Draft | | Documentation/Archaeology/08-CharacterSystems.md | Draft | | Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft | | Documentation/Archaeology/14-EvidenceIndex.md | Draft | | Documentation/Archaeology/15-HandoffStatus.md | Draft | **03-ClassHierarchy.md not modified** (no Batch 2 structural correction required). **00-MCP-Capability-Calibration.md not modified.** **07-AbilityMigrationMatrix.md not created** (Pass 11). ## Toolsets used EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); AssetTools (class/tags/deps/refs); BlueprintTools (graphs/events/functions/variables/find_nodes/get_node_infos/get_connected_subgraph/read_graph_dsl); ObjectTools (get_properties). ## Tool limitations / failed queries - CustomEvent Reliable/Unreliable flags: **Unknown — MCP property visibility limitation** - `find_nodes(title="Comment")` returned [] — comment-box regions Unknown - SemanticSearch unavailable - Some CallMcpTool invocations initially failed when `server`/`toolName` wrapper omitted; retried successfully - Blocked read-only continuity queries (if any): recorded as tool limitation, not mutation ## Contradictory evidence 1. Dual HUD: native ASC Overlay vs DEPRECATED float UpdatePlayerHUD — both active statically. 2. DefaultAttributes: GE assets exist (incl. character orphans); BP_PlayerState=None; C++ never applies. 3. Enemy ASC ownership vs GetASC PlayerState path — unchanged from Batch 1. 4. Cleric Ability 004: FCanUseMana executed but Branch uses literal true — structural defect. ## Unresolved naming ambiguities - Amazon vs Amazonian GE folder naming (Pass 7) - WBP_PlayerHUD naming — resolved class-wise; name still misleading ## Requires Manual Editor Inspection - CustomEvent Reliable/Unreliable flags - DEPRECATED comment-box visual boundaries - Montage notify tracks → UseAbility* ## Requires Runtime Inspection / PIE - Dual HUD behavior - Default attribute spawn values - Enemy GetASC impact - Cleric Ability 004 / Wizard BeginPlay Parent skip - Ability networking feel / reliability ## Suggested next bounded task **Authorize Batch 4 only** (choose one or more Passes explicitly): 1. Pass 7 — GAS GE/cue/tag inventory 2. Pass 8 — Animation / AnimNotify → UseAbility wiring 3. Pass 4 — Frontend / session flows 4. Pass 9 — Enemy BP AI **Do not begin** Pass 11 migration matrix or PIE until authorized. **Exact starting files for next model:** - Read: `00`, `05`, `06`, `08`, `10`, `13`, `14`, `15` - For Pass 7: start GE assets under `/Game/_Main/` + ASC defaults - For Pass 8: start montages listed in `10-AnimationDependencies.md` ## Confirmation - No Unreal assets modified - No source/config/map/plugin modified - No editor state intentionally modified (PIE not started; level/selection unchanged) - No work beyond Pass 6 performed - Waiting for explicit authorization before Batch 4