# 15 — Handoff Status **Status: Draft** - **Scope:** Authoritative cross-model continuation document for Phase 1. - **Last updated:** 2026-07-16 - **Current phase:** Phase 1 — Static Architecture - **Last completed pass / batch:** Batch 1 (Passes 0, 1, 2) - **Next authorized work:** Wait for user — recommend **Batch 2** (Passes 3 + 5) ## Phase completed | Item | Value | |------|--------| | Phase | Phase 1 — Static Architecture (in progress) | | Batch completed | Batch 1 — Foundation | | Passes completed | Pass 0 Continuity gate; Pass 1 Modules/plugins/config; Pass 2 Native C++ hierarchy | | Date completed | 2026-07-16 | | Model identifier | Cursor Grok 4.5 | --- ## Repository integrity ### Starting state (Pass 0) - **Git:** Not a git repository (`fatal: not a git repository`). Read-only git commands unavailable for dirty-file tracking. - **Filesystem Archaeology baseline:** Only `Documentation/Archaeology/00-MCP-Capability-Calibration.md` present (SHA256 `91CDDBC1BD2880FA892CCC3753BA0C5B582D95916E62151251AC35C131134AA5`). - **Pre-existing modified/untracked (git):** N/A — no git. No attempt to clean or alter other project files. - **Editor:** `IsPIERunning=false`; current level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1` (matches calibration). ### Ending state (Batch 1 close) - New/modified files: Markdown only under `Documentation/Archaeology/` (listed below). - `00-MCP-Capability-Calibration.md` hash unchanged (must verify at close). - No source, config, plugin, map, or Unreal asset writes performed. --- ## Areas fully inspected (Batch 1 tools) - All `.h`/`.cpp` under `Source/REALMSINRUIN/` - `REALMSINRUIN_DEV.uproject`, Targets, Build.cs, module startup - `Plugins/AdvancedSessions` + `AdvancedSteamSessions` descriptors and Build.cs - `Config/DefaultEngine.ini`, `DefaultGame.ini`, `DefaultGameplayTags.ini`, `DefaultInput.ini` (input file partially — defaults + Jump/Move mappings) - PluginToolset ListEnabledPlugins; GetPluginInfo AdvancedSessions/AdvancedSteamSessions - Editor continuity: PIE, level, selection - search_subclasses seeds for player/enemy/effect/HUD/PC/PS/GA/widget/GameMode/GameInstance ## Areas partially inspected - DefaultInput.ini beyond movement/look mappings (full VR axis noise present; ability actions absent) - Enabled engine plugin usage (listed; not usage-verified) - GAS GE assets (known from calibration; CDOs not re-inspected this batch) ## Areas not yet inspected - All Blueprint graph/variable deep dives (Batch 2+) - Frontend/session flows (Batch 4) - Per-character abilities (Batch 3) - Animation (Batch 4 Pass 8) - Enemy BP AI (Batch 4 Pass 9) - Full UI trees / pickups graphs (Batch 4) - Synthesis docs 01, 05, 07, 10 (not created — no substantive Batch 1 content for 05/07/10/01) --- ## Blueprints inspected None in depth. **Path seeds only** recorded in 03/08/09/11/12. ## C++ classes inspected ARIRBaseCharacter, ARIRPlayerCharacter, ARIRBaseEnemyCharacter, ARIRPlayerState, ARIRPlayerController, ARIRHUD, URIRAbilitySystemComponent, URIRAttributeSet, URIRGameplayAbility, ARIREffectActor, URIRUserWidget, URIRWidgetController, UOverlayWidgetController, ITargetInterface / UTargetInterface; module REALMSINRUIN.h/cpp. ## Assets / configs inspected Listed in §Areas fully inspected. No Unreal assets modified or saved. ## Files created | File | Status | |------|--------| | Documentation/Archaeology/02-ProjectArchitecture.md | Draft | | Documentation/Archaeology/03-ClassHierarchy.md | Draft | | Documentation/Archaeology/06-PartialGASArchitecture.md | Draft | | Documentation/Archaeology/08-CharacterSystems.md | Draft | | Documentation/Archaeology/09-EnemyAI-StaticAnalysis.md | Draft | | Documentation/Archaeology/11-UI-HUD-And-Sessions.md | Draft | | Documentation/Archaeology/12-Pickups-And-Effects.md | Draft | | Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft | | Documentation/Archaeology/14-EvidenceIndex.md | Draft | | Documentation/Archaeology/15-HandoffStatus.md | Draft | ## Files updated None pre-existing except this handoff/index created new. **00-MCP-Capability-Calibration.md not modified.** ## Toolsets used EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); PluginToolset (ListEnabledPlugins, GetPluginInfo); ObjectTools (search_subclasses); filesystem reads of Source/Config/Plugins. ## Tool limitations / failed queries - Git unavailable (not a repository) - Some parallel CallMcpTool batches failed with schema errors; succeeded when retried singly - SemanticSearch not used (not configured) - GetPluginInfo for GameplayAbilities/CommonUI/IsEnabled calls failed in parallel batch (AdvancedSessions info succeeded on retry); ListEnabledPlugins already confirmed AdvancedSessions/Steam/CommonUI/GameplayAbilities enabled ## Contradictory evidence 1. **Enemy ASC ownership vs GetAbilitySystemComponent:** Enemy creates ASC on self; base character GetASC uses PlayerState only. Both Observed Implementation. Better supported: both true — interface path likely wrong for enemies. Logged for Batch 4 / runtime. 2. **Documented Intent URIRGameplayAbility “all abilities” vs no subclasses / no GA assets:** Infrastructure only. Better supported: not migrated. 3. **DefaultAttributesGameplayEffect declared vs never applied in native:** Scaffolding; apply path Unknown (Blueprint?). ## Unresolved naming ambiguities - `Player_Amazonian` vs GE `Amazon` folder naming - `WBP_PlayerHUD` returned as RIRHUD subclass ## Requires Manual Editor Inspection - OnlineSubsystem/Steam config location - Confirm WBP_PlayerHUD asset type - CommonUI content usage ## Requires Runtime Inspection / PIE - Enemy GetASC / EffectActor apply - Default attribute values after spawn - HUD overlay creation success - Session flows (later) ## Suggested next bounded task **Authorize Batch 2 only:** 1. Pass 3 — Blueprint hierarchy for `BP_PlayerCharacterBase`, five `Player_*`, `BP_EnemyCharacterBase`, `BP_Enemy_Skeleton`, `BPI_*`, `GI_Dungeoneer`, `GM_*`, `PC_Character`, `BP_PlayerState` (structure: parents, vars, graphs list, events — not full ability path walk yet where Pass 5 owns deep dive). 2. Pass 5 — Deep dive `BP_PlayerCharacterBase` ability/RPC/DEPRECATED/GAS/comments. **Exact starting files for next model:** - Read: `00-MCP-Capability-Calibration.md`, `15-HandoffStatus.md`, `14-EvidenceIndex.md`, `03-ClassHierarchy.md`, `08-CharacterSystems.md` - Inspect first: `/Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase` **Subsystem continuity:** Keep player-base ability reconstruction with one model through Batch 2 Pass 5 before switching mid-graph. ## Confirmation - No Unreal assets modified - No source/config/map/plugin modified - No editor state intentionally modified (PIE not started; level/selection/camera not changed) - No work beyond Pass 2 performed