# 13 — Unknowns and Runtime Questions **Status: Draft** - **Scope:** Unresolved questions after Batches 1–3, Batch 4A Pass 8, and Batch 4B Pass 7. - **Inspection method:** Consolidation of static archaeology through Pass 7. - **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown. - **Tool or visibility limitations:** Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies/times unreadable; GE GameplayEffectComponents unreadable; no PIE. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture - **Last completed pass:** Pass 7 (Batch 4B) - **Next pass expected to contribute:** Pass 9 / Pass 4 / Pass 10 when authorized ## Draft tracking ### Completed sections - Batch 1–3 unknowns and resolutions - Pass 8 animation callback resolutions - **Pass 7 resolutions:** GE inventory; orphan default attrs; tag orphan status; no GAs/cues/grants; consumable GE wiring; dual HUD/stamina debt confirmed ### Pending sections - Frontend/session (Pass 4) - Enemy BP AI (Pass 9) - Pickup deep graphs (Pass 10) - Runtime test procedures ### Evidence still required - PIE dual HUD / spawn attributes / potion vs combat health - Notify trigger times (Manual Editor) - Interrupt vs AN_AttackComplete (PIE) --- ## Resolved in Batch 4B (Pass 7) | Question | Resolution | Classification | Doc | |---|---|---|---| | Which GEs exist? | Exactly 8 under GAS/GameplayEffects | Observed Implementation | 06 | | Are default-attribute GEs applied? | No — 0 referencers; BP_PlayerState = None; native never applies | Present but Unreferenced / Scaffolding Only | 06 | | Default GE values? | Paladin H/M 100/100; Amazon H/S 100/100; Cleric H/M 50/200; Wizard H/M 100/150; **no Max*** | Observed Implementation | 06 | | GE_Gunslinger? | None observed | Missing | 06 | | Are INI tags used? | Defined; zero native/BP/GE referencers observed | Present but Unreferenced | 06 | | Project GAs / grants / cues? | None observed (negative searches logged) | Missing / Scaffolding Only (URIRGameplayAbility) | 06 | | What applies GEs at runtime? | Consumable EffectActors only (static path) | Partially Integrated | 06, 12 | | Stamina overlay delegate debt? | OnStamina* properties reuse Mana signature types | Technical Debt | 11, 06 | | Sync DEPRECATED ↔ ASC? | None observed | Missing / Incomplete Refactor | 06, 05 | --- ## Confirmed static defects with runtime questions | Confirmed finding | Issue | Runtime question | |---|---|---| | Enemy ASC vs GetASC PlayerState | Incomplete Refactor / Existing Baseline Defect | Do potions/effects fail on enemies? | | Dual HUD paths | Incomplete Refactor | Which bars drive visible UI? | | DefaultAttributes unused + orphan character GEs | Partially Implemented / Present but Unreferenced | Spawn Health/Mana = native 75/25? | | Combat uses DEPRECATED; potions use ASC | Incomplete Refactor | Potion heal invisible to combat death? | | Stamina/MaxStamina not Init'd | Partially Implemented | Overlay stamina bars at 0? | | Default GEs Override Health/Mana without Max* | Technical Debt (if ever applied) | Current > Max possible? | | Cleric 004 empty SpawnActor + mana bypass | Existing Baseline Defect | PIE behavior | | Multicast montage notify hit windows | Technical Debt | Server eval always? | --- ## Requires further inspection | Question | Method | Priority | |---|---|---| | Enemy BP AI chase/attack | Pass 9 | High | | Sessions / frontend | Pass 4 | Medium | | Full pickup authority/respawn | Pass 10 | Medium | | Notify trigger times | Manual Editor | Medium | | Interrupt cleanup | PIE | High | | Dual HUD + spawn attrs + potion/combat health | PIE | High | | GE GameplayEffectComponents / cues | Manual Editor / alternate tool | Low | --- ## Tool and environment limitations | Item | Impact | |---|---| | GE GameplayEffectComponents unreadable | Per-GE cue/component tags Unknown | | Montage Notifies / AnimGraph DSL | Pass 8 limits stand | | CustomEvent Reliable flags | Unknown | | No PIE in Batch 4B | Runtime deferred | --- ## Priority order for later verification 1. Pass 9 — enemy Blueprint AI 2. Pass 4 — sessions / frontend 3. Pass 10 — pickup deep dive 4. Controlled PIE — dual HUD, spawn attrs, EffectActor on player/enemy, potion vs DEPRECATED health