Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
6.7 KiB
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 3 (Pass 6)
- Next authorized work: Wait for user — recommend Batch 4 (Pass 4 sessions / Pass 7 GAS / Pass 8 animation — only as authorized)
Phase completed
| Item | Value |
|---|---|
| Phase | Phase 1 — Static Architecture (in progress) |
| Batch completed | Batch 3 — Per-character ability archaeology |
| Passes completed | Pass 6 (Paladin → Amazonian → Cleric → Wizard → Gunslinger) |
| Date completed | 2026-07-16 |
| Model identifier | Cursor Grok 4.5 |
Repository integrity
Starting state (Batch 3)
- Git: Dirty with expected Batch 2 Archaeology Markdown only (not unexpected):
- Modified:
03,06,08,09,11,13,14,15 - Untracked:
05-LegacyAbilityArchitecture.md
- Modified:
- Baseline commit:
ff5640a0Establish UE 5.8 known-good baseline with Batch 1 archaeology docs. - Editor:
IsPIERunning=false; level/Game/_Main/Levels/Testing/Test01; selected actorBP_Enemy_Skeleton_C_1.
Ending state (Batch 3 close)
- Modified/created files: Markdown only under
Documentation/Archaeology/(listed below). - Unexpected untracked file reported (not reverted):
Documentation/Archaeology/01-Phase-1-Plan.md— present at close; not created by Pass 6 doc writes; contents not inspected this closeout. - No source, config, plugin, map, or Unreal asset writes.
- PIE not started; level and selection not changed intentionally.
- Ending Git check: only Archaeology Markdown dirty (confirm at close).
Areas fully inspected (Batch 3 tools)
- Player_Paladin: Ability 001–004 Begin/End/UseAbility/Charge/ChargeBox connected paths
- Player_Amazonian: Ability 001 + UseAbility001 + ReceiveAnyDamage; 002–004 absence
- Player_Cleric: Ability 001–004 + ConcentrateHandle/EndConcentrate + UseAbility002/004
- Player_Wizard: EventGraph walk; alternate UseAbility/input/spell search; unwired assets
- Player_Gunslinger: IsDataOnly confirmation; Parent-only EventGraph; inherited stubs
Areas partially inspected
- FCanUseMana function body (call sites only)
- Client_Charge / ChargeTimeline numeric curve details
- PlayerHitCheck graphs (existence known; full absorb logic → later)
- Montage notify tracks (seeded in doc 10 → Pass 8)
Areas not yet inspected
- Frontend/session flows (Batch 4 Pass 4)
- GE/cue systemwide inventory (Batch 4 Pass 7)
- Animation deep dive / AnimNotify → UseAbility (Batch 4 Pass 8)
- Enemy BP AI deep dive (Batch 4 Pass 9)
- Full UI trees / pickups (Batch 4)
- Cross-character migration matrix doc 07 (Pass 11)
Blueprints inspected
| Asset | Depth |
|---|---|
| BP_PlayerCharacterBase | Correlation only (Batch 2 deep dive stands) |
| Player_Paladin | Pass 6 full ability path reconstruction |
| Player_Amazonian | Pass 6 full ability path reconstruction |
| Player_Cleric | Pass 6 full ability path reconstruction |
| Player_Wizard | Pass 6 ability + alternate path search |
| Player_Gunslinger | Pass 6 data-only / inherited stub confirmation |
Referenced when required for ability identity: montage paths, MagicSpell_01_Cue, BP_PlayerProjectile (unwired), GE_* DefaultAttributes (orphans), NS_Wizard_Ability001 (unwired).
C++ classes inspected
None new this batch (Batch 1 inventory stands).
Assets / configs inspected
Unreal content via MCP read-only only. No config file writes.
Files created
| File | Status |
|---|---|
| Documentation/Archaeology/10-AnimationDependencies.md | Draft |
Files updated
| File | Status |
|---|---|
| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (major Pass 6 rewrite) |
| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
| Documentation/Archaeology/08-CharacterSystems.md | Draft |
| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
| Documentation/Archaeology/15-HandoffStatus.md | Draft |
03-ClassHierarchy.md not modified (no Batch 2 structural correction required).
00-MCP-Capability-Calibration.md not modified.
07-AbilityMigrationMatrix.md not created (Pass 11).
Toolsets used
EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); AssetTools (class/tags/deps/refs); BlueprintTools (graphs/events/functions/variables/find_nodes/get_node_infos/get_connected_subgraph/read_graph_dsl); ObjectTools (get_properties).
Tool limitations / failed queries
- CustomEvent Reliable/Unreliable flags: Unknown — MCP property visibility limitation
find_nodes(title="Comment")returned [] — comment-box regions Unknown- SemanticSearch unavailable
- Some CallMcpTool invocations initially failed when
server/toolNamewrapper omitted; retried successfully - Blocked read-only continuity queries (if any): recorded as tool limitation, not mutation
Contradictory evidence
- Dual HUD: native ASC Overlay vs DEPRECATED float UpdatePlayerHUD — both active statically.
- DefaultAttributes: GE assets exist (incl. character orphans); BP_PlayerState=None; C++ never applies.
- Enemy ASC ownership vs GetASC PlayerState path — unchanged from Batch 1.
- Cleric Ability 004: FCanUseMana executed but Branch uses literal true — structural defect.
Unresolved naming ambiguities
- Amazon vs Amazonian GE folder naming (Pass 7)
- WBP_PlayerHUD naming — resolved class-wise; name still misleading
Requires Manual Editor Inspection
- CustomEvent Reliable/Unreliable flags
- DEPRECATED comment-box visual boundaries
- Montage notify tracks → UseAbility*
Requires Runtime Inspection / PIE
- Dual HUD behavior
- Default attribute spawn values
- Enemy GetASC impact
- Cleric Ability 004 / Wizard BeginPlay Parent skip
- Ability networking feel / reliability
Suggested next bounded task
Authorize Batch 4 only (choose one or more Passes explicitly):
- Pass 7 — GAS GE/cue/tag inventory
- Pass 8 — Animation / AnimNotify → UseAbility wiring
- Pass 4 — Frontend / session flows
- Pass 9 — Enemy BP AI
Do not begin Pass 11 migration matrix or PIE until authorized.
Exact starting files for next model:
- Read:
00,05,06,08,10,13,14,15 - For Pass 7: start GE assets under
/Game/_Main/+ ASC defaults - For Pass 8: start montages listed in
10-AnimationDependencies.md
Confirmation
- No Unreal assets modified
- No source/config/map/plugin modified
- No editor state intentionally modified (PIE not started; level/selection unchanged)
- No work beyond Pass 6 performed
- Waiting for explicit authorization before Batch 4