# 13 — Unknowns and Runtime Questions **Status: Draft** - **Scope:** Unresolved questions after Batches 1–4D (Passes 4, 7–10). - **Inspection method:** Consolidation through Pass 10. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. - **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; Sphere CDO collision unreadable; no PIE. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture - **Last completed pass:** Pass 4 + Pass 10 (Batch 4D) - **Next pass expected to contribute:** Pass 11 when authorized ## Draft tracking ### Completed sections - Batch 1–3 / Pass 7 / Pass 8 / Pass 9 resolutions - **Pass 4 resolutions:** GI empty/unwired; session graphs Partial; OnlineSubsystem INI Missing; map/GameMode deps; char-select spawn - **Pass 10 resolutions:** Overlay Health/Mana only; UpdatePlayerHUD/AddGold unimplemented; EffectActor authority risk; gold Partial; no stamina pickup/UI ### Pending sections - Runtime test procedures (Pass 11 may list; PIE still unauthorized until requested) ### Evidence still required - PIE possession / ApplyDamage feedback / Death state reachability - Session create/find/join with OnlineSubsystem defaults - Notify trigger times (Manual Editor) --- ## Resolved in Batch 4D (Pass 4 + Pass 10) | Question | Resolution | Classification | Doc | |---|---|---|---| | Where is session logic? | `PC_MainMenu` + `WBP_MainMenu` / `WBP_GameSlot` — not GI | Observed Implementation | 11 | | Is GI used? | Empty; not in GameInstanceClass; 0 refs | Present but Unconnected | 11, 02 | | OnlineSubsystem project INI? | Absent from Config/*.ini | Missing | 11, 02 | | How DefaultPawn=None gets a pawn? | Char-select → ServerSpawnCharacter → PlayerFirstSpawn | Connected (static) | 11, 08 | | Gunslinger in select UI? | No | Missing from select | 11, 08 | | Does UpdatePlayerHUD update widgets? | Unimplemented on PC_Character; not in RIRPlayerController C++ | Present but Unconnected | 11, 03 | | Stamina UI? | No Overlay child; no stamina widget asset | Present but Unconnected / Missing | 11, 06 | | Pickup authority? | EffectActors: no SwitchHasAuthority; gold: has Authority | Authority Risk / Partial | 12 | | Gold storage? | AddGold called but unimplemented | Present but Unconnected | 12 | | Stamina / other currency pickups? | None found | Missing / negative inventory | 12 | --- ## Confirmed static defects with runtime questions | Confirmed finding | Issue | Runtime question | |---|---|---| | Chase/attack Implementation Missing | Existing Baseline Defect | Confirm idle forever when possessed | | No navmesh in Test01 | External Dependency Missing (secondary) | Would MoveTo work after mesh bake alone? | | AutoPossessAI PlacedInWorld | Possession Configuration Conflict for **spawned** enemies | Do spawners create uncontrolled pawns? | | ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? | | No enemy damage reception | Existing Baseline Defect | Player hits show nothing? | | Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy destroys loot without heal? | | UpdatePlayerHUD unimplemented | Incomplete Refactor | Does Server_UpdateHUD no-op? | | AddGold unimplemented | Incomplete Refactor | Gold SFX+destroy without score? | | EffectActor no authority | Authority Risk | Client/server double-destroy or missed GE? | | JoinSession no OnSuccess pin | Partial | Does join travel occur? | | OnlineSubsystem INI Missing | Missing | LAN/Steam sessions fail silently? | | Char-select server-only create | Partial | Remote clients stuck without pawn UI? | | Orphan default GEs / dual resources | Incomplete Refactor | Spawn Health/Mana vs Overlay | --- ## Requires further inspection | Question | Method | Priority | |---|---|---| | Controlled PIE — sessions, Overlay, potions, gold, enemy idle | PIE (explicit auth) | High | | JoinSession travel internals | PIE / Manual Editor | High | | ABP Death transition pins | Manual Editor | Low | | Sphere GenerateOverlapEvents exact | Manual Editor / SCS | Medium | --- ## Priority order for later verification 1. **Pass 11** — synthesis / executive summary / migration matrix (when authorized) 2. Controlled PIE — menu→Test01 spawn, Overlay bars, potion GE, gold no-op, enemy idle 3. Multiplayer PIE — host Dev_Island, join travel, remote char-select 4. Manual Editor — collision templates, AnimGraph pins