Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
50 lines
1.8 KiB
Markdown
50 lines
1.8 KiB
Markdown
# 12 — Pickups and Effects
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**Status: Draft**
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- **Scope (Batch 1 seed):** Native `ARIREffectActor` mechanism + discovered Blueprint subclass paths. No overlap/authority graph inspection yet.
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- **Inspection method:** Native C++ + search_subclasses.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture
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- **Last completed pass:** Pass 2 (Batch 1)
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- **Next pass expected to contribute:** Batch 4 Pass 10
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## Draft tracking
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### Completed sections
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- ApplyEffectToTarget GE application path
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- Instant/Duration GE class properties
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- Blueprint child paths for potions / orange slice / mana crystal
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### Pending sections
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- Per-pickup overlap, authority, destroy/respawn, UI notify
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- Classification: GE vs direct DEPRECATED var mutation vs hybrid
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- Gold / stamina pickups if present
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### Evidence still required
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- Connected Blueprint graphs on each item BP
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- Whether `GetAbilitySystemComponent` succeeds on player vs enemy targets
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---
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## Native mechanism (Observed Implementation)
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`ARIREffectActor::ApplyEffectToTarget`:
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1. `UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor)`
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2. Early-out if null
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3. MakeOutgoingSpec(GEClass, 1.f) + ApplyGameplayEffectSpecToSelf
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**Inferred:** Intended pickup path is **Gameplay Effect** based for subclasses of this actor. Confirmation requires Blueprint graphs.
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**Blueprint subclass seeds:**
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| `/Game/_Main/Blueprints/Items/Food/BP_OrangeSlice` |
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| `/Game/_Main/Blueprints/Items/Potion/BP_HealthPotion` |
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| `/Game/_Main/Blueprints/Items/Potion/BP_ManaPotion` |
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| `/Game/_Main/Blueprints/Items/Potion/BP_ManaCrystal` |
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Calibration also listed GE assets such as `GE_PotionHeal`, `GE_PotionMana`, `GE_HoT_Small`, `GE_MoT_Small` under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/`.
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