Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
9.0 KiB
name, overview, todos, isProject
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| Phase 1 Archaeology | Execute Phase 1 archaeology in user-authorized batches (Batch 1–5). Create docs only with substantive evidence; mark Draft/Complete correctly; run repository integrity before/after; never auto-continue to the next batch. |
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false |
Phase 1 Static Archaeology Execution Plan
Execution control (mandatory)
Do not execute Phase 1 in one uninterrupted agent run.
Execute only the batch explicitly authorized by the user. Do not auto-continue to the next batch.
Phase 1 execution batches
| Batch | Passes | Focus |
|---|---|---|
| Batch 1 — Foundation | 0, 1, 2 | Continuity gate; modules/plugins/config; native C++ hierarchy |
| Batch 2 — Blueprint foundation | 3, 5 | Blueprint hierarchy; BP_PlayerCharacterBase deep dive |
| Batch 3 — Character abilities | 6 | Per-character ability, RPC, networking, animation inventory |
| Batch 4 — Supporting systems | 4, 7, 8, 9, 10 | Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps |
| Batch 5 — Synthesis | 11 (+ final 13/14/01/15) | Migration matrix; unknowns; evidence index; executive summary; final handoff |
Do not begin Batch 5 until Batches 1–4 are complete and their documents have been reviewed for sufficient evidence.
End of every authorized batch
- Stop all further investigation.
- Update
14-EvidenceIndex.md. - Update
15-HandoffStatus.mdwith exact current state. - Mark every touched archaeology document Draft or Complete.
- List all files created or modified.
- Report failed MCP calls and incomplete inspections.
- Report tool, visibility, or context limitations.
- Record exact recommended starting points for the next batch.
- Confirm no unauthorized project content or editor state was modified (repository integrity gate).
- Wait for explicit user authorization before beginning another batch.
Document creation and status (mandatory)
- Do not create empty Markdown shells for every planned archaeology document.
- Create a document only when its first substantive evidence is recorded.
- Near the top of every archaeology document:
Status: DraftorStatus: Complete. - Mark Complete only when all investigation areas assigned to that document for Phase 1 have been inspected as far as approved tools allow.
- Do not mark Complete merely because the current batch ended.
- Every Draft document must clearly include: Completed sections; Pending sections; Evidence still required; Tool/visibility limitations; Unknowns requiring later verification; Last completed pass; Next pass expected to contribute.
- Do not leave blank, placeholder-only, or minimally populated shells that could be mistaken for completed archaeology.
- Do not modify
00-MCP-Capability-Calibration.md.
Repository integrity gate (mandatory)
Before beginning an authorized batch:
- Record repository status (
git status --short,git diff --name-only,git diff --cached --name-onlyif Git available). - Record pre-existing modified/untracked files.
- Do not alter, stage, commit, revert, delete, or clean pre-existing changes.
After completing the batch:
- Re-run read-only status checks; compare to start snapshot.
- Confirm every newly created/modified file is Markdown under
Documentation/Archaeology/. - If any other file changed: stop immediately; report exact path(s); do not revert/repair without user authorization.
- Record integrity result in
15-HandoffStatus.mdand the batch completion report.
Current baseline (do not contradict without evidence)
- Only Documentation/Archaeology/00-MCP-Capability-Calibration.md existed before Batch 1.
- Calibration: no project BT/Blackboard/custom AIController; no discrete GA assets found;
Player_Amazonian(notPlayer_Amazon); stockAIControlleron skeleton; DEPRECATED Paladin graphs inspectable. - Native GAS ownership split: player ASC on
ARIRPlayerState; enemy ASC onARIRBaseEnemyCharacter; emptyURIRGameplayAbilityscaffolding. - Playable BPs: Paladin, Amazonian, Cleric, Wizard, Gunslinger.
- Framework BPs:
GI_Dungeoneer,GM_Dungeoneer,GM_MainMenu; default-attribute GEs for Paladin/Amazon/Cleric/Wizard (Gunslinger GE absence unconfirmed until inspected).
Hard constraints (session-wide)
- Writes: only Markdown under
Documentation/Archaeology/. - MCP: approved read-only toolsets only; never PIE, load_level, compile, save, mutate, SemanticSearch, ProgrammaticToolset, Slate automation.
- Evidence labels: Observed Implementation / Documented Intent / Observed Runtime Behavior / Inferred / Unknown.
- Issue labels as specified; baseline defects ≠ migration regressions.
- Exact names; no implementation recommendations during investigation batches.
- Batch 1 may record Blueprint child paths as seeds only — no deep BP graph/ability/UI/anim/enemy BP analysis.
Batch status
| Batch | Status |
|---|---|
| Batch 1 — Foundation (Passes 0–2) | Completed |
| Batch 2 — Blueprint foundation (Passes 3 + 5) | Completed |
| Batch 3 — Character abilities (Pass 6) | Completed |
| Batch 4 — Supporting systems | Waiting for authorization |
| Batch 5 — Synthesis | Waiting for authorization |
Batch 1 — Foundation (COMPLETED)
Pass 0 — Continuity gate
- Read all existing Archaeology Markdown; confirm PIE off, level/selection unchanged via read-only EditorApp/Scene tools.
- Repository integrity pre-snapshot.
- Do not mutate editor or repo.
Pass 1 — Modules, plugins, configuration → 02-ProjectArchitecture.md
- Inspect
.uproject, Build.cs, Targets, module startup, AdvancedSessions/AdvancedSteamSessions descriptors, DefaultEngine/Game/GameplayTags/Input.ini, PluginToolset read-only. - Seed
13/14/15as warranted.
Pass 2 — Native C++ hierarchy → 03-ClassHierarchy.md
- Inspect every file under
Source/REALMSINRUIN/. - Document all native classes listed in the brief; record Blueprint subclass paths as Batch 2 seeds only.
- Seed
02,06,08,09,11,12,13,14,15only when substantive evidence exists.
Batch 2 — Blueprint foundation (COMPLETED)
Pass 3 — Blueprint hierarchy
- Structural inventory of player/enemy/framework/interface Blueprints; resolve
WBP_PlayerHUDas AHUD (RIRHUDchild). - Primary writes:
03/08/09/11; seeds into06/13/14/15.
Pass 5 — BP_PlayerCharacterBase deep dive
- Connected path tracing of shared input/RPC/death/HUD/multicast architecture.
- Created
05-LegacyAbilityArchitecture.md; updated03/06/08.
Batch 2 outcomes (do not contradict without evidence): abilities are legacy IA_Ability_* → Server_Ability_* (not GAS GAs); BP_PlayerState.DefaultAttributesGameplayEffect=None; dual HUD (ASC Overlay + DEPRECATED floats); Gunslinger data-only / Wizard no ability events.
Batch 3 — Character abilities (COMPLETED)
Pass 6 — Per-character ability archaeology
- Connected-path reconstruction for Paladin → Amazonian → Cleric → Wizard → Gunslinger.
- Ability 001–004 Begin/End, UseAbility*, resources, damage, RPCs, parent-call inventory, Montage seeds.
- Primary writes:
05/08/10; seeds into06/13/14/15. - Did not create
07-AbilityMigrationMatrix.md(Pass 11).
Batch 3 outcomes (do not contradict without evidence): Paladin 001/003/004 and Amazonian 001 Implemented; Cleric 003 Implemented / 004 broken; Wizard + Gunslinger inherit PrintString stubs; no GA activate/grant in ability graphs; most Ends missing; Reliability flags Unknown (MCP).
Later batches (not authorized yet)
Batch 4 — Passes 4, 7, 8, 9, 10
Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps → 04/06/09/10/11/12.
Batch 5 — Pass 11 + synthesis
Migration matrix; unknowns; evidence index; executive summary; final handoff → 01/07/13/14/15.
Contradiction protocol
If new evidence conflicts with calibration or an earlier doc: cite both, state which is better supported, update analysis, log in 15-HandoffStatus.md.
Completion gate
Phase 1 complete only when all required docs exist with sufficient evidence, Batch 5 synthesis is done, and no non-Markdown project content was modified.