# 07 — Ability Migration Matrix **Status: Complete** - **Scope:** Final per-character and shared-system ability migration matrix for Phase 1 → Phase 2 handoff. Documentation only. - **Inspection method:** Synthesis of docs `05`, `08`, `10`, `06`, `03`, `11`, `01`. No new Unreal archaeology except continuity. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. - **Tool or visibility limitations:** CustomEvent Reliability = Unknown — Tool Limitation; notify trigger times = Requires Manual Editor Inspection. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture (complete) - **Last completed pass:** Pass 11 - **Next pass expected to contribute:** Phase 2A/2B when authorized --- ## Disposition vocabulary (only) - Preserve behavior, migrate implementation - Reconstruct legacy behavior first, then migrate - Replace directly with GAS - Replace directly with native/shared framework - Retain as cosmetic-only path - Remove obsolete or dead path - Defer pending runtime validation - Defer pending design decision --- ## How to read rows Every row fills all required fields. Where a value does not apply: `Not applicable`. Where static tools cannot resolve: `Unknown — Tool Limitation` or `Requires Runtime Inspection`. Where no interaction exists: `None observed`. **Network path shorthand:** `Client IA → Server_Ability_*_Begin → [child] → Multicast_PlayMontage → AN → Authority UseAbility* / SetIsAttacking`. **Shared parent path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase` --- ## Shared systems ### S1 — BP_PlayerCharacterBase input routing | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | shared | | Current status | Active | | Exact entry point | IA_Ability_001–004 Started → Server_Ability_N_Begin; Completed/Canceled → Server_Ability_N_End | | Parent behavior | Not applicable (root BP of playables) | | Network path | Client Enhanced Input → Server custom events | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable at routing layer | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | Routes to Begin/End only | | Authority location | Server (Begin/End events) | | Animation dependency | None observed at routing layer | | Cleanup/end behavior | End events exist; base bodies empty | | Connected assets | `/Game/_Main/Blueprints/Player/Inputs/` IMC/IA deps on base | | Deprecated dependencies | None observed at routing layer | | GAS interaction | None observed | | Known static defect | None at routing; Ends mostly empty (Incomplete Refactor) | | Runtime question | Requires Runtime Inspection — input binding completeness per class | | Migration disposition | Replace directly with native/shared framework | | Prerequisites | Phase 2A SoT; 2B activation contract | | Migration complexity | Medium | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05 Shared architecture; 08 Ability flow | ### S2 — Base Ability 001–004 Begin stubs | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | 001–004 Begin | | Current status | Stub | | Exact entry point | Server_Ability_001–004_Begin | | Parent behavior | Not applicable | | Network path | Client IA → Server Begin → PrintString `"Override Ability N"` | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | BP_PlayerCharacterBase EventGraph | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Stub used by Wizard/Gunslinger/Amazonian 002–004 | | Runtime question | Not applicable | | Migration disposition | Replace directly with GAS | | Prerequisites | 2B shared activation | | Migration complexity | Low | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Shared architecture | ### S3 — Base Ability 001–004 End stubs | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | 001–004 End | | Current status | Stub | | Exact entry point | Server_Ability_001–004_End | | Parent behavior | Not applicable | | Network path | Client IA Completed/Canceled → Server End → then unconnected | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | None observed | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Missing (empty) | | Connected assets | BP_PlayerCharacterBase EventGraph | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Incomplete Refactor — cleanup via AN_AttackComplete instead | | Runtime question | Requires Runtime Inspection — release-cancel mid-ability | | Migration disposition | Replace directly with native/shared framework | | Prerequisites | 2B cleanup contract | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Shared architecture; 10 cleanup | ### S4 — Multicast_PlayMontage | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | shared | | Current status | Active | | Exact entry point | Multicast_PlayMontage | | Parent behavior | Not applicable | | Network path | Server child → Multicast → PlayMontage on Mesh | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | Montage playback; enables AnimNotifies | | Authority location | Multicast (presentation); gameplay via notify Authority gates | | Animation dependency | Caller-supplied montage asset | | Cleanup/end behavior | OnCompleted/OnBlendOut/OnInterrupted **unwired** | | Connected assets | BP_PlayerCharacterBase; character montages | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Networking Risk — gameplay depends on notify evaluation; interrupt may skip AN_AttackComplete | | Runtime question | Requires Runtime Inspection — interrupt cleanup; server notify fire | | Migration disposition | Replace directly with native/shared framework | | Prerequisites | 2B authority/cleanup contracts | | Migration complexity | High | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05; 10 Shared animation architecture | ### S5 — PlaySFX | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | shared | | Current status | Active | | Exact entry point | Multicast_PlaySFX / PlaySFX helper | | Parent behavior | Not applicable | | Network path | Server/caller → Multicast SFX | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | Audio presentation | | Authority location | Multicast / client presentation | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | BP_PlayerCharacterBase | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | None observed | | Runtime question | Requires Runtime Inspection — audibility on clients | | Migration disposition | Retain as cosmetic-only path | | Prerequisites | None observed | | Migration complexity | Low | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 Shared architecture | ### S6 — Multi_SpawnParticle | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | shared | | Current status | Partial | | Exact entry point | Multi_SpawnParticle | | Parent behavior | Not applicable | | Network path | Multicast particle spawn | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | Particle presentation | | Authority location | Multicast | | Animation dependency | Optional with ability montages | | Cleanup/end behavior | Not applicable | | Connected assets | BP_PlayerCharacterBase; callers Paladin 004 / Cleric 002 with **empty EmitterTemplate** | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Partially Implemented FX hole on Paladin 004 / Cleric 002 | | Runtime question | Requires Runtime Inspection — particle visibility | | Migration disposition | Retain as cosmetic-only path | | Prerequisites | Per-ability FX asset assignment | | Migration complexity | Low | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 Authority findings | ### S7 — PlayerDeath | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase | | Slot | death | | Current status | Active | | Exact entry point | PlayerDeath; Client_PlayerDeath; HandleDeath | | Parent behavior | Not applicable | | Network path | Server death → Client_PlayerDeath presentation | | Reliability | Unknown — Tool Limitation | | Validation | IsDead / health checks (call-site dependent) | | Resource source | DEPRECATED health where callers write it (Amazonian AnyDamage) | | Cost mutation | Sets IsDead / death presentation | | Gameplay output | Death state; ABP IsDead → Death | | Authority location | Server + Client presentation | | Animation dependency | ABP Death states (per character) | | Cleanup/end behavior | Server_RespawnPlayer path exists | | Connected assets | BP_PlayerCharacterBase; character ABPs | | Deprecated dependencies | DEPRECATED_CurrentHealth (Amazonian inbound) | | GAS interaction | None observed (ASC Health not bridged) | | Known static defect | Incomplete Refactor — dual health sources | | Runtime question | Requires Runtime Inspection — death reachability vs ASC Health | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A shared death/damage SoT | | Migration complexity | High | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05; 08; 06 | ### S8 — Server_RespawnPlayer | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase / PC_Character | | Slot | death | | Current status | Active but Unverified | | Exact entry point | Server_RespawnPlayer; PlayerRespawn BPI | | Parent behavior | Not applicable | | Network path | Server respawn | | Reliability | Unknown — Tool Limitation | | Validation | Not fully inventoried beyond event presence | | Resource source | Requires Runtime Inspection | | Cost mutation | Requires Runtime Inspection | | Gameplay output | Respawn pawn/location | | Authority location | Server | | Animation dependency | Not applicable | | Cleanup/end behavior | HUD re-init expected via Possessed delay path | | Connected assets | BP_PlayerCharacterBase; PC_Character | | Deprecated dependencies | Possible DEPRECATED HUD re-init | | GAS interaction | None observed | | Known static defect | Requires Runtime Inspection for attribute reset | | Runtime question | Requires Runtime Inspection — Overlay recreation after respawn | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A death + 2E HUD | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | Medium | | Evidence source | 03 PC_Character; 08 Possessed; 11 | ### S9 — Legacy resource validation | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase + children | | Slot | shared | | Current status | Deprecated but Connected | | Exact entry point | FCanUseMana; DEPRECATED_*ManaCost / Damage / Health comparisons | | Parent behavior | Inherited by children | | Network path | Server ability bodies | | Reliability | Not applicable | | Validation | Gate !CurrentlyAttacking && !IsDead; FCanUseMana (where wired) | | Resource source | DEPRECATED_* floats | | Cost mutation | Subtract/compare DEPRECATED mana/health | | Gameplay output | Gate ability execution | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | BP_PlayerCharacterBase variables | | Deprecated dependencies | All DEPRECATED_* resource vars | | GAS interaction | None observed — ASC not read | | Known static defect | Incomplete Refactor — dual with ASC | | Runtime question | Requires Runtime Inspection — potion ASC vs DEPRECATED combat | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A canonical SoT | | Migration complexity | Very High | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05 Resource inventory; 06 boundary | ### S10 — Legacy HUD update | Field | Content | |-------|---------| | Character/system | BP_PlayerCharacterBase → BPI_PlayerController | | Slot | HUD | | Current status | Present but Unconnected | | Exact entry point | Server_UpdateHUD → UpdatePlayerHUD | | Parent behavior | Base calls; Amazonian after damage | | Network path | Server → PC UpdatePlayerHUD | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | DEPRECATED health/mana % | | Cost mutation | None observed | | Gameplay output | Intended HUD refresh — **receiver unimplemented** | | Authority location | Server caller; PC receiver missing | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | BP_PlayerCharacterBase; BPI_PlayerController; PC_Character | | Deprecated dependencies | DEPRECATED health/mana | | GAS interaction | Conflicts with Overlay ASC path — no sync | | Known static defect | Incomplete Refactor — UpdatePlayerHUD bIsImplemented=false | | Runtime question | Requires Runtime Inspection — confirm no-op | | Migration disposition | Remove obsolete or dead path | | Prerequisites | 2A SoT + Overlay consolidation | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05; 11; 03 | ### S11 — AnimNotify UseAbility routing | Field | Content | |-------|---------| | Character/system | Shared AN_Ability_001–004 | | Slot | shared | | Current status | Active | | Exact entry point | AN_Ability_00N Received_Notify → BPI UseAbility00N(GetOwner) | | Parent behavior | Not applicable | | Network path | Multicast montage → notify on evaluating machines → Authority Switch in UseAbility* | | Reliability | Not applicable (notify) | | Validation | Inside UseAbility* Authority gates | | Resource source | Per-ability DEPRECATED damage/heal | | Cost mutation | Per-ability | | Gameplay output | Damage / heal / spawn | | Authority location | Notify may fire multi-machine; gameplay Authority-gated | | Animation dependency | Montage embedded notifies | | Cleanup/end behavior | Paired with AN_AttackComplete | | Connected assets | `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_Ability_001`–`004` | | Deprecated dependencies | Per-ability DEPRECATED damage | | GAS interaction | None observed | | Known static defect | Networking Risk — server must evaluate montage notifies | | Runtime question | Requires Runtime Inspection — multi-machine duplicate fire | | Migration disposition | Replace directly with native/shared framework | | Prerequisites | 2B hit-window contract | | Migration complexity | High | | Priority | P0 | | Evidence confidence | High | | Evidence source | 10 AnimNotify inventory; 05 Pass 8 note | ### S12 — AN_AttackComplete cleanup | Field | Content | |-------|---------| | Character/system | Shared AN_AttackComplete | | Slot | shared | | Current status | Active | | Exact entry point | AN_AttackComplete → BPI SetIsAttacking → Authority clears CurrentlyAttacking / CanMove | | Parent behavior | Not applicable | | Network path | Multicast montage notify → Authority SetIsAttacking | | Reliability | Not applicable | | Validation | Authority | | Resource source | Not applicable | | Cost mutation | Clears CurrentlyAttacking | | Gameplay output | Attack lockout release | | Authority location | Authority inside SetIsAttacking | | Animation dependency | Must fire at montage end notify | | Cleanup/end behavior | Primary cleanup for notify-driven attacks | | Connected assets | `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_AttackComplete` | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | If interrupt skips notify, CurrentlyAttacking may stick (Inferred) | | Runtime question | Requires Runtime Inspection — interrupted montage cleanup | | Migration disposition | Replace directly with native/shared framework | | Prerequisites | 2B interruption rules | | Migration complexity | Medium | | Priority | P0 | | Evidence confidence | High | | Evidence source | 10; 05 | --- ## Player_Paladin **Path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin` ### P-001 — Ability 001 | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | 001 | | Current status | Implemented | | Exact entry point | Server_Ability_001_Begin; UseAbility001 via AN_Ability_001 | | Parent behavior | Bypassed (no Parent call) | | Network path | Client IA → Server Begin → Multicast_PlayMontage → AN_Ability_001 → Authority BoxOverlap ApplyDamage | | Reliability | Unknown — Tool Limitation | | Validation | NOT CurrentlyAttacking AND NOT IsDead | | Resource source | None (no mana cost) | | Cost mutation | None observed | | Gameplay output | ApplyDamage(DEPRECATED_Ability001Damage) | | Authority location | Server Begin; Authority UseAbility001 | | Animation dependency | Attack_A/B/C/D_Fast_Montage + AN_Ability_001 + AN_AttackComplete | | Cleanup/end behavior | AN_AttackComplete; no local End | | Connected assets | `.../Paladin/AnimMontages/Attack_{A,B,C,D}_Fast_Montage`; AN_Ability_001; AN_AttackComplete | | Deprecated dependencies | DEPRECATED_Ability001Damage | | GAS interaction | None observed | | Known static defect | No enemy health consumer (enemy-side defect); interrupt cleanup risk | | Runtime question | Requires Runtime Inspection — hit registration vs enemy | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | 2A damage SoT; 2B framework; enemy reception for end-to-end | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Player_Paladin; 10 | ### P-002 — Ability 002 | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | 002 | | Current status | Partial | | Exact entry point | Server_Ability_002_Begin; Server_Ability_002_End | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin (block state); End clears state | | Reliability | Unknown — Tool Limitation | | Validation | Gate attacking/dead | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | IsBlocking true; ABP Block; **hit absorb untraced** | | Authority location | Server | | Animation dependency | ABP_Paladin Block via IsBlocking (no Montage) | | Cleanup/end behavior | Server_Ability_002_End clears attacking/CanMove/IsBlocking | | Connected assets | `/Game/_Main/Animations/PlayerCharacters/Human/CharacterClasses/Paladin/ABP_Paladin` | | Deprecated dependencies | None observed | | GAS interaction | None observed (State.Blocking tag unused) | | Known static defect | Partial — presentation only | | Runtime question | Requires Runtime Inspection — does block absorb damage? | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A damage rules; design for block absorb | | Migration complexity | High | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 Paladin Ability 002; 10 | ### P-003 — Ability 003 | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | 003 | | Current status | Implemented | | Exact entry point | Server_Ability_003_Begin; Charge; Client_Charge; ChargeBox overlap | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → FCanUseMana → Charge + Client_Charge; ChargeBox Authority ApplyDamage | | Reliability | Unknown — Tool Limitation | | Validation | Gate + FCanUseMana | | Resource source | DEPRECATED_Ability003ManaCost | | Cost mutation | FCanUseMana / DEPRECATED mana | | Gameplay output | ApplyDamage(DEPRECATED_Ability003Damage) via ChargeBox | | Authority location | Server + Client_Charge presentation | | Animation dependency | ChargeTimeline (not Montage); ABP Charge via IsCharging | | Cleanup/end behavior | Not notify-driven; timeline/end path | | Connected assets | Player_Paladin Charge nodes; ABP_Paladin | | Deprecated dependencies | DEPRECATED_Ability003ManaCost; DEPRECATED_Ability003Damage | | GAS interaction | None observed | | Known static defect | Client_Charge numeric details Unknown — Tool Limitation | | Runtime question | Requires Runtime Inspection — charge distance/damage timing | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | 2A mana SoT; 2B | | Migration complexity | High | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Paladin Ability 003 | ### P-004 — Ability 004 | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | 004 | | Current status | Implemented | | Exact entry point | Server_Ability_004_Begin; UseAbility004 via AN_Ability_004 | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → FCanUseMana → Multicast_PlayMontage → AN → Authority AoE | | Reliability | Unknown — Tool Limitation | | Validation | Gate + FCanUseMana | | Resource source | DEPRECATED_Ability004ManaCost | | Cost mutation | FCanUseMana | | Gameplay output | Authority AoE ApplyDamage(DEPRECATED_Ability004Damage); empty particle | | Authority location | Server Begin; Authority UseAbility004 | | Animation dependency | Paladin_Ability004_Montage; AN_Ability_004; AN_AttackComplete; NS_Paladin_Ability004 may exist on montage | | Cleanup/end behavior | AN_AttackComplete | | Connected assets | `.../Paladin/AnimMontages/Abilities/Paladin_Ability004_Montage` | | Deprecated dependencies | DEPRECATED_Ability004ManaCost; DEPRECATED_Ability004Damage | | GAS interaction | None observed | | Known static defect | Multi_SpawnParticle EmitterTemplate empty (FX hole) | | Runtime question | Requires Runtime Inspection — AoE radius/damage | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | 2A; 2B; optional FX fill | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Paladin Ability 004; 10 | ### P-melee — Basic attack | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | melee | | Current status | Implemented | | Exact entry point | Same as Ability 001 | | Parent behavior | Bypassed | | Network path | Same as Ability 001 | | Reliability | Unknown — Tool Limitation | | Validation | Same as Ability 001 | | Resource source | None | | Cost mutation | None observed | | Gameplay output | Same as Ability 001 | | Authority location | Same as Ability 001 | | Animation dependency | Same as Ability 001 | | Cleanup/end behavior | Same as Ability 001 | | Connected assets | Same as Ability 001 | | Deprecated dependencies | DEPRECATED_Ability001Damage | | GAS interaction | None observed | | Known static defect | Same as Ability 001 | | Runtime question | Same as Ability 001 | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | Same as Ability 001 | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Basic attack =001 | ### P-passive — Passive | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | passive | | Current status | Missing | | Exact entry point | None observed | | Parent behavior | Not applicable | | Network path | Not applicable | | Reliability | Not applicable | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | None observed | | Authority location | Not applicable | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | None observed | | Runtime question | Not applicable | | Migration disposition | Defer pending design decision | | Prerequisites | Design decision | | Migration complexity | Low | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 Passive Missing | ### P-death — Death | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | death | | Current status | Inherited | | Exact entry point | Inherited PlayerDeath (no local AnyDamage) | | Parent behavior | Inherited | | Network path | Base death path | | Reliability | Unknown — Tool Limitation | | Validation | Base | | Resource source | DEPRECATED health if damaged via shared path | | Cost mutation | Base | | Gameplay output | Base death | | Authority location | Server | | Animation dependency | ABP_Paladin Death | | Cleanup/end behavior | Base respawn | | Connected assets | ABP_Paladin | | Deprecated dependencies | Possible DEPRECATED health | | GAS interaction | None observed | | Known static defect | Dual health SoT | | Runtime question | Requires Runtime Inspection — how Paladin takes lethal damage | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | Medium | | Evidence source | 05 Death Inherited | ### P-HUD — HUD/resource integration | Field | Content | |-------|---------| | Character/system | Paladin | | Slot | HUD | | Current status | Inherited | | Exact entry point | Inherited Server_UpdateHUD; native InitOverlay | | Parent behavior | Inherited | | Network path | Base DEPRECATED path + ASC Overlay | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | DEPRECATED floats + ASC attrs | | Cost mutation | None observed | | Gameplay output | Dual unsynchronized UI paths | | Authority location | Mixed | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | WBP_Overlay; WBP_PlayerHUD | | Deprecated dependencies | DEPRECATED health/mana | | GAS interaction | Overlay ASC only | | Known static defect | Dual HUD Incomplete Refactor | | Runtime question | Requires Runtime Inspection — Overlay vs combat resources | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A; 2E HUD | | Migration complexity | High | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05; 06; 11 | --- ## Player_Amazonian **Path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Amazonian/Player_Amazonian` ### A-001 — Ability 001 | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | 001 | | Current status | Implemented | | Exact entry point | Server_Ability_001_Begin; UseAbility001 via AN_Ability_001 | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → Multicast_PlayMontage → AN → Authority BoxOverlap ApplyDamage | | Reliability | Unknown — Tool Limitation | | Validation | Gate attacking/dead | | Resource source | None | | Cost mutation | None observed | | Gameplay output | ApplyDamage(DEPRECATED_Ability001Damage) | | Authority location | Server Begin; Authority UseAbility001 | | Animation dependency | A_Hu_F_Combat_2H_Attack* montages; AN_Ability_001; AN_AttackComplete | | Cleanup/end behavior | AN_AttackComplete | | Connected assets | `.../Amazon/AnimMontages/A_Hu_F_Combat_2H_Attack01_Montage` (+ Attack02, Attack_Base, Attack) | | Deprecated dependencies | DEPRECATED_Ability001Damage | | GAS interaction | None observed | | Known static defect | Interrupt cleanup risk; enemy reception missing for end-to-end | | Runtime question | Observed Runtime Behavior: known working melee — preserve as reference | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | 2A; 2B — use as Phase 2C reference | | Migration complexity | Medium | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05 Amazonian; 08 Observed Runtime Behavior | ### A-002 — Ability 002 | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | 002 | | Current status | Stub | | Exact entry point | Inherited Server_Ability_002_Begin | | Parent behavior | Inherited stub | | Network path | Client IA → Server PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Base empty End | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Stub | | Runtime question | Not applicable | | Migration disposition | Replace directly with GAS | | Prerequisites | 2B; design decision for slot content | | Migration complexity | Low | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 Amazonian 002–004 Stub | ### A-003 — Ability 003 | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | 003 | | Current status | Stub | | Exact entry point | Inherited Server_Ability_003_Begin | | Parent behavior | Inherited stub | | Network path | Client IA → Server PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Base empty End | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Stub; PerformingWhirlwind may have been intended (Present but Unconnected) | | Runtime question | Defer pending design decision — whirlwind intent | | Migration disposition | Replace directly with GAS | | Prerequisites | 2B; design for whirlwind | | Migration complexity | Low | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05; whirlwind note | ### A-004 — Ability 004 | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | 004 | | Current status | Stub | | Exact entry point | Inherited Server_Ability_004_Begin | | Parent behavior | Inherited stub | | Network path | Client IA → Server PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Base empty End | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Stub | | Runtime question | Not applicable | | Migration disposition | Replace directly with GAS | | Prerequisites | 2B; design decision | | Migration complexity | Low | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 Amazonian Stub | ### A-melee — Basic attack | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | melee | | Current status | Implemented | | Exact entry point | Same as Ability 001 | | Parent behavior | Bypassed | | Network path | Same as Ability 001 | | Reliability | Unknown — Tool Limitation | | Validation | Same as Ability 001 | | Resource source | None | | Cost mutation | None observed | | Gameplay output | Same as Ability 001 | | Authority location | Same as Ability 001 | | Animation dependency | Same as Ability 001 | | Cleanup/end behavior | Same as Ability 001 | | Connected assets | Same as Ability 001 | | Deprecated dependencies | DEPRECATED_Ability001Damage | | GAS interaction | None observed | | Known static defect | Same as Ability 001 | | Runtime question | Observed Runtime Behavior: known working | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | Same as Ability 001 | | Migration complexity | Medium | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05; 08 | ### A-passive — Passive / Whirlwind | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | passive | | Current status | Partial | | Exact entry point | PerformingWhirlwind Get (AnyDamage gate); never Set | | Parent behavior | Not applicable | | Network path | None observed for activation | | Reliability | Not applicable | | Validation | PlayerHitCheck when whirlwind (getter only) | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | None observed (setter unconnected) | | Authority location | Unknown — never activated | | Animation dependency | Not in AnimBP/montages | | Cleanup/end behavior | Missing | | Connected assets | Player_Amazonian variable only | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Present but Unconnected setter | | Runtime question | Defer pending design decision | | Migration disposition | Defer pending design decision | | Prerequisites | Design; then reconstruct or remove | | Migration complexity | Medium | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 Whirlwind; 10 | ### A-death — Death | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | death | | Current status | Partial | | Exact entry point | ReceiveAnyDamage → subtract DEPRECATED_CurrentHealth → Server_UpdateHUD → PlayerDeath if ≤0 | | Parent behavior | Local override path to base PlayerDeath | | Network path | Damage → local health → PlayerDeath | | Reliability | Unknown — Tool Limitation | | Validation | PlayerHitCheck when whirlwind | | Resource source | DEPRECATED_CurrentHealth | | Cost mutation | Writes DEPRECATED_CurrentHealth | | Gameplay output | Death when ≤0 | | Authority location | Server/local AnyDamage path | | Animation dependency | ABP_Amazon Death | | Cleanup/end behavior | Base | | Connected assets | Player_Amazonian ReceiveAnyDamage; ABP_Amazon | | Deprecated dependencies | DEPRECATED_CurrentHealth | | GAS interaction | None observed — ASC Health unsynced | | Known static defect | Partial legacy health; dual SoT | | Runtime question | Requires Runtime Inspection — ASC vs DEPRECATED death | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A SoT | | Migration complexity | High | | Priority | P0 | | Evidence confidence | High | | Evidence source | 05 Amazonian Death | ### A-HUD — HUD/resource integration | Field | Content | |-------|---------| | Character/system | Amazonian | | Slot | HUD | | Current status | Active | | Exact entry point | Server_UpdateHUD after damage; native InitOverlay | | Parent behavior | Calls shared base HUD | | Network path | Server_UpdateHUD (receiver unimplemented) + Overlay | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | DEPRECATED health + ASC | | Cost mutation | None observed | | Gameplay output | Dual path; legacy receiver dead | | Authority location | Mixed | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | WBP_Overlay; base HUD | | Deprecated dependencies | DEPRECATED_CurrentHealth | | GAS interaction | Overlay ASC | | Known static defect | UpdatePlayerHUD unimplemented | | Runtime question | Requires Runtime Inspection | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A; 2E | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Amazonian HUD Active; 11 | --- ## Player_Cleric **Path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Cleric/Player_Cleric` ### C-001 — Ability 001 | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | 001 | | Current status | Partial | | Exact entry point | Server_Ability_001_Begin; AN_Ability_001 → UseAbility001 **unimplemented** | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → Multicast_PlayMontage → AN (dead receiver) | | Reliability | Unknown — Tool Limitation | | Validation | Gate attacking/dead; CanMove false | | Resource source | None | | Cost mutation | None observed | | Gameplay output | Montage only — no hit | | Authority location | Server Begin | | Animation dependency | Cleric_PrimaryAttack_* montages; AN_Ability_001; AN_AttackComplete | | Cleanup/end behavior | AN_AttackComplete still clears attacking | | Connected assets | Cleric primary attack montages; AN_Ability_001 | | Deprecated dependencies | None for damage (missing) | | GAS interaction | None observed | | Known static defect | Notify Present; Receiver Unimplemented | | Runtime question | Requires Runtime Inspection — montage-only feel | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | Implement UseAbility001 or redesign; 2B | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Cleric Ability 001; 10 | ### C-002 — Ability 002 | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | 002 | | Current status | Partial | | Exact entry point | Server_Ability_002_Begin; UseAbility002 via AN_Ability_002 | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → FCanUseMana → Multicast → AN → Authority heal | | Reliability | Unknown — Tool Limitation | | Validation | Gate + FCanUseMana | | Resource source | DEPRECATED_Ability002ManaCost | | Cost mutation | FCanUseMana | | Gameplay output | RecoverPlayerHealth(DEPRECATED_Ability002Damage as heal amount); empty particle | | Authority location | Authority UseAbility002 | | Animation dependency | Cleric_Ability002_Montage; AN_Ability_002; AN_AttackComplete | | Cleanup/end behavior | AN_AttackComplete | | Connected assets | `.../Cleric/AnimMontages/Abilities/Cleric_Ability002_Montage` | | Deprecated dependencies | DEPRECATED_Ability002ManaCost; DEPRECATED_Ability002Damage; DEPRECATED_RecoverPlayerHealth | | GAS interaction | None observed | | Known static defect | FX hole (empty particle) | | Runtime question | Requires Runtime Inspection — heal amount / target | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A heal SoT; 2B | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Cleric Ability 002 | ### C-003 — Ability 003 | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | 003 | | Current status | Implemented | | Exact entry point | Server_Ability_003_Begin/End; ConcentrateHandle; EndConcentrate | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → mana≥cost → DivineCircleActive + SetTimer 0.25 ConcentrateHandle → ApplyDamage; End → EndConcentrate | | Reliability | Unknown — Tool Limitation | | Validation | Mana≥cost | | Resource source | DEPRECATED_Ability003ManaCost | | Cost mutation | Mana compare/cost | | Gameplay output | ApplyDamage in timer; ABP Divine Circle | | Authority location | Server timer | | Animation dependency | Cleric_Ability003_Montage (timer byproduct); ABP Divine Circle; **AN_Ability_003 vestigial** | | Cleanup/end behavior | Server_Ability_003_End → EndConcentrate | | Connected assets | Cleric_Ability003_Montage; ABP_Cleric | | Deprecated dependencies | DEPRECATED_Ability003ManaCost; damage vars | | GAS interaction | None observed | | Known static defect | AN_Ability_003 → UseAbility003 dead/vestigial | | Runtime question | Requires Runtime Inspection — tick damage rate | | Migration disposition | Preserve behavior, migrate implementation | | Prerequisites | 2A; 2B; remove vestigial notify or wire intentionally | | Migration complexity | High | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Cleric Ability 003; 10 | ### C-004 — Ability 004 | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | 004 | | Current status | Partial | | Exact entry point | Server_Ability_004_Begin; UseAbility004 via AN_Ability_004 | | Parent behavior | Bypassed | | Network path | Client IA → Server Begin → FCanUseMana called but Branch Condition=**literal true** → Multicast → AN → SpawnActor | | Reliability | Unknown — Tool Limitation | | Validation | Gate; mana bypassed | | Resource source | DEPRECATED_Ability004ManaCost **unused** | | Cost mutation | Bypassed (literal true) | | Gameplay output | SpawnActor Class **empty** — broken | | Authority location | Authority UseAbility004 | | Animation dependency | Cleric_Ability004_Montage; AN_Ability_004; AN_AttackComplete | | Cleanup/end behavior | AN_AttackComplete | | Connected assets | Cleric_Ability004_Montage | | Deprecated dependencies | DEPRECATED_Ability004ManaCost unused | | GAS interaction | None observed | | Known static defect | Existing Baseline Defect — mana bypass + empty SpawnActor | | Runtime question | Requires Runtime Inspection — confirms no projectile | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | Design projectile class; fix mana gate; 2B | | Migration complexity | High | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Cleric Ability 004 | ### C-melee — Basic attack | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | melee | | Current status | Partial | | Exact entry point | Ability 001 montage path | | Parent behavior | Bypassed | | Network path | Same as Ability 001 | | Reliability | Unknown — Tool Limitation | | Validation | Same as Ability 001 | | Resource source | None | | Cost mutation | None observed | | Gameplay output | Missing hit | | Authority location | Server Begin only | | Animation dependency | PrimaryAttack montages | | Cleanup/end behavior | AN_AttackComplete | | Connected assets | Cleric_PrimaryAttack_* | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Same as Ability 001 | | Runtime question | Requires Runtime Inspection | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | Same as Ability 001 | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05 Basic attack Partial | ### C-passive — Passive | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | passive | | Current status | Missing | | Exact entry point | None observed | | Parent behavior | Not applicable | | Network path | Not applicable | | Reliability | Not applicable | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | None observed | | Authority location | Not applicable | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | Unused locals EnemyFound/ClosestEnemy/IsBlocking declared | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Unused locals (Technical Debt) | | Runtime question | Not applicable | | Migration disposition | Defer pending design decision | | Prerequisites | Design | | Migration complexity | Low | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 Passive Missing | ### C-death — Death | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | death | | Current status | Inherited | | Exact entry point | Inherited PlayerDeath | | Parent behavior | Inherited | | Network path | Base | | Reliability | Unknown — Tool Limitation | | Validation | Base | | Resource source | Base DEPRECATED/ASC dual | | Cost mutation | Base | | Gameplay output | Base death | | Authority location | Server | | Animation dependency | ABP_Cleric Death | | Cleanup/end behavior | Base | | Connected assets | ABP_Cleric | | Deprecated dependencies | Possible DEPRECATED health | | GAS interaction | None observed | | Known static defect | Dual SoT | | Runtime question | Requires Runtime Inspection | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A | | Migration complexity | Medium | | Priority | P1 | | Evidence confidence | Medium | | Evidence source | 05 Death Inherited | ### C-HUD — HUD/resource integration | Field | Content | |-------|---------| | Character/system | Cleric | | Slot | HUD | | Current status | Inherited | | Exact entry point | Inherited Server_UpdateHUD; InitOverlay | | Parent behavior | Inherited | | Network path | Dual path | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | DEPRECATED + ASC | | Cost mutation | None observed | | Gameplay output | Dual unsynchronized | | Authority location | Mixed | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | WBP_Overlay; GE_Cleric_DefaultAttributes **0 referencers** | | Deprecated dependencies | DEPRECATED mana/health | | GAS interaction | Overlay ASC; orphan GE | | Known static defect | Dual HUD; orphan default GE | | Runtime question | Requires Runtime Inspection | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A; 2E | | Migration complexity | High | | Priority | P1 | | Evidence confidence | High | | Evidence source | 05; 06; 11 | --- ## Player_Wizard **Path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Wizard/Player_Wizard` ### W-001 through W-004 — Abilities (identical stub profile) | Field | Content | |-------|---------| | Character/system | Wizard | | Slot | 001 / 002 / 003 / 004 (same) | | Current status | Stub | | Exact entry point | Inherited Server_Ability_*_Begin only | | Parent behavior | Inherited | | Network path | Client IA → Server PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed (no Wizard ability montages) | | Cleanup/end behavior | Base empty End | | Connected assets | None for abilities; Present but Unconnected: NS_Wizard_Ability001, GE_Wizard_DefaultAttributes, BP_PlayerProjectile | | Deprecated dependencies | None in ability graphs | | GAS interaction | None observed (orphan GE not applied) | | Known static defect | No Server_Ability child implementations | | Runtime question | Defer pending design decision — do not infer from orphans | | Migration disposition | Replace directly with GAS | | Prerequisites | 2B; design decision for spell kit | | Migration complexity | High | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 Player_Wizard | ### W-melee — Basic attack | Field | Content | |-------|---------| | Character/system | Wizard | | Slot | melee | | Current status | Stub | | Exact entry point | Inherited Ability 001 stub | | Parent behavior | Inherited | | Network path | PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Base empty End | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Stub | | Runtime question | Not applicable | | Migration disposition | Replace directly with GAS | | Prerequisites | 2B; design | | Migration complexity | Medium | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 | ### W-passive — Passive | Field | Content | |-------|---------| | Character/system | Wizard | | Slot | passive | | Current status | Missing | | Exact entry point | None observed | | Parent behavior | Not applicable | | Network path | Not applicable | | Reliability | Not applicable | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | None observed | | Authority location | Not applicable | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | Unused locals EnemyFound, IsBlocking, ClosestEnemy | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Unused locals | | Runtime question | Not applicable | | Migration disposition | Defer pending design decision | | Prerequisites | Design | | Migration complexity | Low | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 | ### W-death — Death | Field | Content | |-------|---------| | Character/system | Wizard | | Slot | death | | Current status | Inherited | | Exact entry point | Inherited PlayerDeath; BeginPlay **no Parent** (skips InitialSpawnLocation) | | Parent behavior | Tick/Overlap call Parent; BeginPlay bypasses | | Network path | Base | | Reliability | Unknown — Tool Limitation | | Validation | Base | | Resource source | Base | | Cost mutation | Base | | Gameplay output | Base death | | Authority location | Server | | Animation dependency | ABP_Wizard Death | | Cleanup/end behavior | Base | | Connected assets | ABP_Wizard | | Deprecated dependencies | Possible DEPRECATED health | | GAS interaction | None observed | | Known static defect | BeginPlay skips Parent InitialSpawnLocation | | Runtime question | Requires Runtime Inspection — respawn location | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A; fix BeginPlay Parent call | | Migration complexity | Medium | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05; 08 Wizard BeginPlay | ### W-HUD — HUD/resource integration | Field | Content | |-------|---------| | Character/system | Wizard | | Slot | HUD | | Current status | Inherited | | Exact entry point | Inherited dual HUD | | Parent behavior | Inherited | | Network path | Dual path | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | DEPRECATED + ASC | | Cost mutation | None observed | | Gameplay output | Dual unsynchronized | | Authority location | Mixed | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | WBP_Overlay; GE_Wizard_DefaultAttributes unreferenced | | Deprecated dependencies | DEPRECATED floats | | GAS interaction | Overlay ASC | | Known static defect | Dual HUD; orphan GE | | Runtime question | Requires Runtime Inspection | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A; 2E | | Migration complexity | Medium | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05; 06 | ### W-orphans — Unconnected spell content (not ability slots) | Field | Content | |-------|---------| | Character/system | Wizard | | Slot | shared (orphans) | | Current status | Present but Unconnected | | Exact entry point | None observed | | Parent behavior | Not applicable | | Network path | Not applicable | | Reliability | Not applicable | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | None observed | | Authority location | Not applicable | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | NS_Wizard_Ability001; GE_Wizard_DefaultAttributes; BP_PlayerProjectile | | Deprecated dependencies | None observed | | GAS interaction | Orphan GE Present but Unreferenced | | Known static defect | Must not define final ability from these alone | | Runtime question | Defer pending design decision | | Migration disposition | Defer pending design decision | | Prerequisites | Design review | | Migration complexity | Medium | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 Unwired assets | --- ## Player_Gunslinger **Path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Gunslinger/Player_Gunslinger` ### G-001 through G-004 — Abilities | Field | Content | |-------|---------| | Character/system | Gunslinger | | Slot | 001 / 002 / 003 / 004 (same) | | Current status | Stub | | Exact entry point | Inherited Server_Ability_*_Begin | | Parent behavior | Inherited; BeginPlay/Tick/Overlap call Parent | | Network path | Client IA → Server PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed (no AnimBP) | | Cleanup/end behavior | Base empty End | | Connected assets | IsDataOnly=True; deps = base only | | Deprecated dependencies | None observed | | GAS interaction | None observed; no GE_Gunslinger | | Known static defect | Data-only; missing from character select | | Runtime question | Not applicable until selectable | | Migration disposition | Replace directly with GAS | | Prerequisites | Char-select entry (2E); 2B framework; design kit | | Migration complexity | Very High | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 Gunslinger; 08; 11 | ### G-melee — Basic attack | Field | Content | |-------|---------| | Character/system | Gunslinger | | Slot | melee | | Current status | Stub | | Exact entry point | Inherited stub | | Parent behavior | Inherited | | Network path | PrintString | | Reliability | Unknown — Tool Limitation | | Validation | None observed | | Resource source | None observed | | Cost mutation | None observed | | Gameplay output | PrintString only | | Authority location | Server | | Animation dependency | None observed | | Cleanup/end behavior | Base empty End | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | Stub | | Runtime question | Not applicable | | Migration disposition | Replace directly with GAS | | Prerequisites | Design; 2B | | Migration complexity | High | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05 | ### G-passive — Passive | Field | Content | |-------|---------| | Character/system | Gunslinger | | Slot | passive | | Current status | Missing | | Exact entry point | None observed | | Parent behavior | Not applicable | | Network path | Not applicable | | Reliability | Not applicable | | Validation | Not applicable | | Resource source | Not applicable | | Cost mutation | None observed | | Gameplay output | None observed | | Authority location | Not applicable | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | None observed | | Deprecated dependencies | None observed | | GAS interaction | None observed | | Known static defect | None observed | | Runtime question | Not applicable | | Migration disposition | Defer pending design decision | | Prerequisites | Design | | Migration complexity | Low | | Priority | P3 | | Evidence confidence | High | | Evidence source | 05 | ### G-death — Death | Field | Content | |-------|---------| | Character/system | Gunslinger | | Slot | death | | Current status | Inherited | | Exact entry point | Inherited PlayerDeath | | Parent behavior | Inherited (Parent called on BeginPlay) | | Network path | Base | | Reliability | Unknown — Tool Limitation | | Validation | Base | | Resource source | Base | | Cost mutation | Base | | Gameplay output | Base death | | Authority location | Server | | Animation dependency | Inherited base only (no AnimBP) | | Cleanup/end behavior | Base | | Connected assets | None character-specific | | Deprecated dependencies | Possible DEPRECATED health | | GAS interaction | None observed | | Known static defect | No AnimBP death presentation | | Runtime question | Requires Runtime Inspection if ever playable | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A; AnimBP creation | | Migration complexity | High | | Priority | P2 | | Evidence confidence | Medium | | Evidence source | 05; 10 Gunslinger none | ### G-HUD — HUD/resource integration | Field | Content | |-------|---------| | Character/system | Gunslinger | | Slot | HUD | | Current status | Inherited | | Exact entry point | Inherited dual HUD | | Parent behavior | Inherited | | Network path | Dual path | | Reliability | Unknown — Tool Limitation | | Validation | Not applicable | | Resource source | DEPRECATED + ASC | | Cost mutation | None observed | | Gameplay output | Dual unsynchronized | | Authority location | Mixed | | Animation dependency | None observed | | Cleanup/end behavior | Not applicable | | Connected assets | WBP_Overlay; no GE_Gunslinger | | Deprecated dependencies | DEPRECATED floats | | GAS interaction | Overlay ASC; Missing default GE | | Known static defect | No GE_Gunslinger; not in select UI | | Runtime question | Requires Runtime Inspection if selectable | | Migration disposition | Reconstruct legacy behavior first, then migrate | | Prerequisites | 2A defaults; 2E select UI | | Migration complexity | Medium | | Priority | P2 | | Evidence confidence | High | | Evidence source | 05; 06; 11 | --- ## Character reconstruction order (Phase 2C) Evidence supports: **Amazonian Ability 001 → Paladin → Cleric → Wizard → Gunslinger**. | Order | Why | |-------|-----| | 1 Amazonian 001 | Observed Runtime Behavior reference; simplest Implemented melee | | 2 Paladin | Largest Implemented set to preserve | | 3 Cleric | Richest surface + known defects; reconstruct before migrate | | 4 Wizard | Stubs + design-gated orphans | | 5 Gunslinger | Data-only + missing select UI | --- ## Shared-framework migration disposition summary | Concern | Disposition | |---------|-------------| | Input → activation | Replace directly with native/shared framework | | Cost / cooldown / targeting | Replace directly with native/shared framework (then GAS) | | Multicast-driven gameplay | Replace directly with native/shared framework | | AnimNotify hit timing | Preserve behavior references; migrate off cosmetic multicast evaluation | | Dual resources | Reconstruct SoT first (2A) | | Legacy HUD | Remove obsolete or dead path after Overlay consolidation | | PrintString stubs | Replace directly with GAS | | Cosmetic SFX/VFX helpers | Retain as cosmetic-only path | --- ## Cross-links - Executive summary: [`01-ExecutiveSummary.md`](01-ExecutiveSummary.md) - Detailed ability graphs: [`05-LegacyAbilityArchitecture.md`](05-LegacyAbilityArchitecture.md) - Animation: [`10-AnimationDependencies.md`](10-AnimationDependencies.md) - GAS boundary: [`06-PartialGASArchitecture.md`](06-PartialGASArchitecture.md) - Runtime plan: [`13-Unknowns-And-RuntimeQuestions.md`](13-Unknowns-And-RuntimeQuestions.md)