# 13 — Unknowns and Runtime Questions **Status: Draft** - **Scope:** Unresolved questions after Batches 1–3, Batch 4A–4C (Passes 8, 7, 9). - **Inspection method:** Consolidation through Pass 9. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. - **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; no PIE. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture - **Last completed pass:** Pass 9 (Batch 4C) - **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized ## Draft tracking ### Completed sections - Batch 1–3 / Pass 7 / Pass 8 resolutions - **Pass 9 resolutions:** chase/attack Implementation Missing; empty enemy EventGraphs; stock AIController; no BT/BB/navmesh; orphan attack montage; ABP SetIsDead(false); GetASC not chase cause ### Pending sections - Frontend/session (Pass 4) - Pickup deep graphs (Pass 10) - Runtime test procedures ### Evidence still required - PIE possession / ApplyDamage feedback / Death state reachability - Notify trigger times (Manual Editor) --- ## Resolved in Batch 4C (Pass 9) | Question | Resolution | Classification | Doc | |---|---|---|---| | Where does chase/attack live? | **Nowhere connected** — native + BP EventGraphs empty; BPI AddPlayerTarget/EnemyMeleeAttack unimplemented | Implementation Missing | 09 | | AIController? | Stock `/Script/AIModule.AIController`; AutoPossessAI PlacedInWorld | Observed Implementation | 09 | | BehaviorTree/Blackboard/Perception? | None in project | Missing | 09 | | Navmesh in Test01? | No NavMeshBoundsVolume / RecastNavMesh | Missing (secondary) | 09 | | Does GetASC defect cause chase failure? | **No** — chase has no ASC dependency | Observed Implementation | 09, 06 | | Enemy attack montage? | Exists; 0 referencers | Present but Unreferenced | 09, 10 | | Enemy death anim? | ABP Death + death anims; IsDead forced false each Update | Connected but Incomplete | 09, 10 | | Enemy receive player damage? | No ReceiveAnyDamage / health mutation on enemy BP | Implementation Missing | 09, 05 | --- ## 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 | | Dual HUD / orphan default GEs | Incomplete Refactor | PIE attribute/UI | --- ## Requires further inspection | Question | Method | Priority | |---|---|---| | Sessions / frontend | Pass 4 | Medium | | Full pickup authority/respawn | Pass 10 | Medium | | PIE: possession, ApplyDamage feedback, Death, EffectActor | PIE | High | | ABP Death transition pins | Manual Editor | Low | --- ## Priority order for later verification 1. Pass 4 — sessions / frontend 2. Pass 10 — pickup deep dive 3. Controlled PIE — enemy idle/possession, player hit feedback, dual HUD, potions 4. Pass 11 — migration matrix (after Batch 4 complete)