# 15 — Handoff Status **Status: Complete** - **Scope:** Authoritative Phase 1 completion handoff for cross-model continuation into Phase 2. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture (**complete**) - **Last completed pass / batch:** Batch 5 / Pass 11 (synthesis) - **Next authorized work:** Wait for user — **Phase 2A only** when explicitly authorized ## Phase completed | Item | Value | |------|--------| | Phase | Phase 1 — Static Architecture | | Phase status | **Complete** | | Batch completed | Batch 5 — Synthesis | | Passes completed | Passes 0–11 (Batches 1–5) | | Date completed | 2026-07-16 | | Model identifier | Cursor Grok 4.5 | --- ## Passes completed | Batch | Passes | Focus | |-------|--------|-------| | 1 | 0–2 | Continuity; modules/config; native C++ | | 2 | 3, 5 | BP hierarchy; BP_PlayerCharacterBase | | 3 | 6 | Per-character abilities | | 4A | 8 | Animation / AnimNotify | | 4B | 7 | Partial GAS | | 4C | 9 | Enemy AI static | | 4D | 4, 10 | Frontend/sessions; HUD/pickups | | 5 | 11 | Executive summary; migration matrix; final handoff | --- ## Documents created | File | Role | |------|------| | Documentation/Archaeology/01-ExecutiveSummary.md | Phase 1 executive synthesis | | Documentation/Archaeology/07-AbilityMigrationMatrix.md | Final ability migration matrix | (Other archaeology docs were created in prior batches.) --- ## Documents completed | File | Status | |------|--------| | 00-MCP-Capability-Calibration.md | Complete (unchanged in Pass 11) | | 00A-Phase-1-Execution-Plan.md | Execution plan (Batch 5 marked completed; not a result doc) | | 01-ExecutiveSummary.md | **Complete** | | 02-ProjectArchitecture.md | **Complete** | | 03-ClassHierarchy.md | **Complete** | | 05-LegacyAbilityArchitecture.md | **Complete** | | 06-PartialGASArchitecture.md | **Complete** | | 07-AbilityMigrationMatrix.md | **Complete** | | 08-CharacterSystems.md | **Complete** | | 09-EnemyAI-StaticAnalysis.md | **Complete** | | 10-AnimationDependencies.md | **Complete** | | 11-UI-HUD-And-Sessions.md | **Complete** | | 12-Pickups-And-Effects.md | **Complete** | | 14-EvidenceIndex.md | **Complete** | | 15-HandoffStatus.md | **Complete** (this document) | --- ## Documents remaining Draft | File | Why Draft | |------|-----------| | 13-Unknowns-And-RuntimeQuestions.md | Runtime validation planned but **not executed**; remains the open runtime boundary | --- ## Repository state ### Starting state (Pass 11) - **Git before gate commit:** Dirty — only `Documentation/Archaeology/00A-Phase-1-Execution-Plan.md` (Batch 4 complete status). - **Gate commit:** `48d7a751` — Mark Batch 4 complete in Phase 1 execution plan. - **After gate:** `git status --short` empty; diffs empty. Batch 4D docs already at `ee652712`. ### Ending state (Pass 11 close) - Modified/created: Markdown under `Documentation/Archaeology/` only (Pass 11 synthesis set). - No Unreal assets, source, config, plugins, or maps modified. - PIE not started; level unchanged at closeout. - Ending Git: Archaeology Markdown dirty only (expected before user commit request). --- ## Editor continuity | Check | Result | |-------|--------| | IsPIERunning | false | | Current level | `/Game/_Main/Levels/Testing/Test01` | | Selected actors | Empty at Pass 11 continuity check (previously Batch 4D: `BP_Enemy_Skeleton_C_1`) | | Editor mutation | None | --- ## Runtime work intentionally not performed - No PIE / Simulate / standalone / multiplayer sessions - No compile or save of Unreal assets - No Blueprint / GE / GA / tag / animation / widget / map / AI edits - No OnlineSubsystem configuration changes - Runtime validation plan written in doc 13 only --- ## Major current-system conclusions 1. Combat is **legacy Blueprint abilities** (IA → Server_Ability_* → Multicast montage → AnimNotify), not GAS activation. 2. Player ASC/AttributeSet on PlayerState are **Active**; consumable GEs are the only confirmed GE apply path. 3. Dual DEPRECATED vs ASC resources are **unsynchronized** (P0). 4. Amazonian Ability 001 is the only ability with supplied **Observed Runtime Behavior** confirmation. 5. Enemy chase/attack/damage reception are **Implementation Missing** (independent of GetASC defect). 6. Sessions graphs exist but OSS project INI is **Missing**; do not claim MP works. 7. Overlay Health/Mana connected statically; legacy UpdatePlayerHUD and AddGold **unimplemented**. --- ## Major defects | Priority | Defect | |----------|--------| | P0 | Dual resource SoT; enemy damage/death missing; enemy chase/attack missing | | P1 | Multicast notify gameplay/cleanup; EffectActor authority; GetASC nullptr; char-select MP; sessions/OSS; AddGold/UpdatePlayerHUD | | P2 | Cleric 004 defects; orphan default GEs; stamina scaffolding | | P3 | Naming/prefix debt; unused tags/cues/GI | --- ## Ability migration summary | Character | Disposition summary | |-----------|---------------------| | Amazonian 001 | Preserve behavior, migrate implementation (Phase 2C reference) | | Paladin 001/003/004 | Preserve behavior, migrate implementation | | Paladin 002 / Cleric partials | Reconstruct legacy behavior first, then migrate | | Cleric 003 | Preserve behavior, migrate implementation | | Wizard / Gunslinger stubs | Replace directly with GAS after framework | | Wizard orphans | Defer pending design decision | | Shared Multicast gameplay | Replace directly with native/shared framework | | Dual resources | Reconstruct SoT in 2A first | Full matrix: [`07-AbilityMigrationMatrix.md`](07-AbilityMigrationMatrix.md). --- ## Phase 2 recommended starting point **Phase 2A — Baseline framework stabilization** Establish canonical health/mana/stamina source of truth; default attribute initialization; legacy↔ASC transition policy; shared death/damage architecture; server-authoritative gameplay rules; reliable cleanup/interruption rules; repeatable runtime validation harness. Do **not** begin per-character implementation until these contracts are approved. --- ## Required runtime-validation gates Before trusting modernization claims, execute (when authorized) the grouped tests in [`13-Unknowns-And-RuntimeQuestions.md`](13-Unknowns-And-RuntimeQuestions.md): 1. Attributes/HUD → 2. Ability authority → 3. AnimNotify → 4. Interrupt cleanup → 5. Player death → 6–7. Enemy ASC/damage → 8. Pickups → 9. Char-select MP → 10. Sessions → 11. Gold → 12. Respawn/HUD. --- ## Tool limitations - CustomEvent Reliability flags not exposed via MCP - AnimGraph / Death transition DSL empty - Montage notify trigger times require Manual Editor - Sphere CDO collision often unreadable - Semantic Search unavailable in prior passes - A blocked read-only query is a tool limitation, not evidence of mutation --- ## Exact next action Begin Phase 2A with a bounded runtime-baseline and shared resource-authority design pass. Do not begin per-character implementation until the canonical attribute, damage, death, authority, and cleanup contracts are approved. **Do not begin Phase 2 without explicit user authorization.** --- ## Integrity statement No Unreal assets, source, configuration, maps, plugins, or editor state were modified during Phase 1 archaeology (Passes 0–11). Only Markdown files beneath `Documentation/Archaeology/` were created or updated. --- ## Continuity checklist for next model 1. Read `01-ExecutiveSummary.md`, `07-AbilityMigrationMatrix.md`, `13`, `14`, `15`, then domain docs as needed. 2. Confirm git status before any work; only Archaeology Markdown may change unless user expands authorization. 3. Confirm PIE stopped; level Test01 unless user changed it. 4. Phase 2A = design + bounded runtime validation harness — not full character implementation. 5. Wait for explicit authorization before Phase 2.