# 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/`.