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realms-in-ruin-dev/Documentation/Archaeology/14-EvidenceIndex.md
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tedwardsandCursor 0d045d142f Document Batch 2–3 Phase 1 archaeology: shared player-base architecture and per-character ability inventories.
Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 20:29:10 -07:00

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14 — Evidence Index

Status: Draft

  • Scope: Compact cross-model index of material findings. Full analysis lives in linked docs.
  • Last updated: 2026-07-16
  • Current phase: Phase 1 — Static Architecture
  • Last completed pass: Pass 6 (Batch 3)
  • Next pass expected to contribute: Every batch

Draft tracking

Completed sections

  • Batch 1 evidence rows (modules, native hierarchy, GAS ownership, plugins, config)
  • Batch 2 evidence rows (BP hierarchy, legacy abilities, WBP_PlayerHUD, BP_PlayerState)
  • Batch 3 evidence rows (per-character Ability 001004 paths, RPCs, resources, montages)

Pending sections

  • GE/cue referencer rows (Pass 7)
  • AnimNotify → UseAbility rows (Pass 8)

System Subsystem Finding Evidence type Classification Exact source Exact symbol Blueprint path Graph Node/event Asset/config Doc Confidence Remaining verification
Module Descriptor Single runtime module REALMSINRUIN; Engine 5.8 Observed Implementation Intended Behavior REALMSINRUIN_DEV.uproject Modules[REALMSINRUIN] REALMSINRUIN_DEV.uproject 02 High
Character Player ASC ASC owned by PlayerState; Mixed replication Observed Implementation Intended Behavior RIRPlayerState.cpp CreateDefaultSubobject ASC BP_PlayerState 03,06,08 High Runtime values
Character GetASC Base GetASC reads PlayerState only Observed Implementation Incomplete Refactor RIRBaseCharacter.cpp GetAbilitySystemComponent 03,06,13 High PIE on enemy
GAS Ability class URIRGameplayAbility empty; no subclasses Observed Implementation Partially Implemented RIRGameplayAbility.* InstancingPolicy 03,06 High Pass 7
GAS Default GE BP_PlayerState DefaultAttributesGameplayEffect=None Observed Implementation Partially Implemented ObjectTools CDO defaultAttributesGameplayEffect BP_PlayerState 03,06,13 High Other apply sites
GAS Orphan GE GE_Cleric/Wizard_DefaultAttributes unwired; 0 referencers Observed Implementation Present but Unconnected AssetTools refs Player_Cleric / Wizard GE_*_DefaultAttributes 06 High Pass 7
Ability Input IA_Ability_001004 Started→Server_Ability_*_Begin Observed Implementation Intended Behavior BlueprintTools EnhancedInputAction BP_PlayerCharacterBase EventGraph IA_Ability_* IA_Ability_* 05,08 High
Ability Base stub Server_Ability_*_Begin PrintString Override Observed Implementation Partially Implemented get_connected_subgraph PrintString BP_PlayerCharacterBase EventGraph Server_Ability_001_Begin 05 High
Ability Paladin 001 Begin montage + UseAbility001 Authority BoxOverlap ApplyDamage Observed Implementation Implemented get_connected_subgraph ApplyDamage Player_Paladin EventGraph UseAbility001 Ability001Montages 05,08 High Notify caller Pass 8
Ability Paladin 002 Block state Begin/End; no ApplyDamage in Begin Observed Implementation Partial get_connected_subgraph IsBlocking Player_Paladin EventGraph Server_Ability_002_* 05 High Hit absorb Pass 8
Ability Paladin 003 Mana + ChargeTimeline + ChargeBox ApplyDamage Observed Implementation Implemented get_connected_subgraph ChargeBox Player_Paladin EventGraph Charge / Client_Charge 05 High
Ability Paladin 004 Mana + montage + SphereOverlap ApplyDamage; empty particle Observed Implementation Implemented / Partial FX get_connected_subgraph UseAbility004 Player_Paladin EventGraph UseAbility004 Paladin_Ability004_Montage 05,10 High
Ability Amazonian 001 Same pattern as Paladin melee; known working runtime Observed Implementation + Observed Runtime Behavior Implemented get_connected_subgraph UseAbility001 Player_Amazonian EventGraph Server_Ability_001_Begin Amazon Attack montages 05,08 High
Ability Amazonian 002004 Inherited PrintString only Observed Implementation Stub list_events bIsImplemented Player_Amazonian 05 High
Ability Amazonian death AnyDamage → DEPRECATED_CurrentHealth → PlayerDeath Observed Implementation Partial (legacy health) get_connected_subgraph ReceiveAnyDamage Player_Amazonian EventGraph ReceiveAnyDamage 05 High
Ability Cleric 001 Montage only; no UseAbility001 Observed Implementation Partial get_connected_subgraph Multicast_PlayMontage Player_Cleric EventGraph Server_Ability_001_Begin 05 High
Ability Cleric 002 Heal Players via RecoverPlayerHealth; empty particle Observed Implementation Partial get_connected_subgraph UseAbility002 Player_Cleric EventGraph UseAbility002 05 High
Ability Cleric 003 DivineCircle timer ConcentrateHandle ApplyDamage; End cleans Observed Implementation Implemented get_connected_subgraph ConcentrateHandle Player_Cleric EventGraph Server_Ability_003_* 05 High
Ability Cleric 004 Mana CanUse unwired; SpawnActor Class empty Observed Implementation Existing Baseline Defect get_connected_subgraph SpawnActor Player_Cleric EventGraph UseAbility004 BP_PlayerProjectile unwired 05,13 High PIE
Ability Wizard No Server_Ability_* / UseAbility*; inherit stubs Observed Implementation Stub list_events + EventGraph Player_Wizard EventGraph NS_Wizard_Ability001 unwired 05,08 High
Ability Gunslinger IsDataOnly; only base deps; inherit stubs Observed Implementation Stub / Existing Baseline Defect get_asset_tags IsDataOnly Player_Gunslinger 05,08 High
Ability Parent call Paladin/Amazonian/Cleric ability overrides skip Parent Observed Implementation Incomplete Refactor get_connected_subgraph Parent call absent Player_* EventGraph Server_Ability_*_Begin 05 High
Ability Multicast Multicast_PlayMontage→PlayMontage Observed Implementation Intended Behavior get_connected_subgraph PlayMontage BP_PlayerCharacterBase EventGraph Multicast_PlayMontage 05 High
Ability End stubs Most child Ends missing; base End empty Observed Implementation Partially Implemented list_events Server_Ability_*_End children EventGraph 05 High Pass 8 cleanup
Anim Montages Per-class Attack/Ability montages seeded Observed Implementation Multicast pins / deps Ability001Montages Player_* EventGraph Multicast_PlayMontage /Game/.../AnimMontages/... 10 High Pass 8 notifies
HUD Legacy Server_UpdateHUD uses DEPRECATED health/mana % Observed Implementation Incomplete Refactor get_connected_subgraph UpdatePlayerHUD BP_PlayerCharacterBase EventGraph Server_UpdateHUD DEPRECATED_* 05,06,11 High PIE dual HUD
HUD Native InitOverlay ASC delegates Observed Implementation Partially Implemented RIRHUD.cpp InitOverlay WBP_PlayerHUD WBP_Overlay 03,11 High Widget bindings
HUD Class WBP_PlayerHUD parent RIRHUD (AHUD) Observed Implementation Technical Debt (naming) get_asset_tags ParentClass WBP_PlayerHUD 03,11,13 High
Framework GM HUDClass=WBP_PlayerHUD; PC=PC_Character; PS=BP_PlayerState Observed Implementation Intended Behavior ObjectTools CDO HUDClass GM_Dungeoneer 03,11 High
Framework PC IMC_PlayerDefault + IA_Movement Observed Implementation Intended Behavior ObjectTools CDO PlayerMappingContext PC_Character IMC_PlayerDefault 03,08 High Ability IMC add
Character Death PlayerDeath→IsDead→respawn destroy→PlayerRespawn Observed Implementation Partially Implemented get_connected_subgraph Server_RespawnPlayer BP_PlayerCharacterBase EventGraph PlayerDeath 05 High Other callers
Enemy BP structure Base+Skeleton Tick/Overlap only; BPI GetEnemyREF Observed Implementation list_events ReceiveTick BP_Enemy_* EventGraph 09 Medium Pass 9 graphs
Interface BPI set Four BPIs: PlayerCharacter, EnemyCharacter, PlayerController, GameMode Observed Implementation find_assets BPI_ Interfaces/ 03 High
Continuity Editor PIE=false; level Test01; sel Skeleton_C_1 Observed Implementation EditorApp/SceneTools IsPIERunning Test01 15 High Batch 3 close
Repo Git Archaeology Markdown only dirty after Batch 3 Observed Implementation git status 15 High