Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
172 lines
6.7 KiB
Markdown
172 lines
6.7 KiB
Markdown
# 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`
|
||
- **Baseline commit:** `ff5640a0` Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.
|
||
- **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_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`/`toolName` wrapper omitted; retried successfully
|
||
- Blocked read-only continuity queries (if any): recorded as tool limitation, not mutation
|
||
|
||
## Contradictory evidence
|
||
|
||
1. Dual HUD: native ASC Overlay vs DEPRECATED float UpdatePlayerHUD — both active statically.
|
||
2. DefaultAttributes: GE assets exist (incl. character orphans); BP_PlayerState=None; C++ never applies.
|
||
3. Enemy ASC ownership vs GetASC PlayerState path — unchanged from Batch 1.
|
||
4. 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):
|
||
|
||
1. Pass 7 — GAS GE/cue/tag inventory
|
||
2. Pass 8 — Animation / AnimNotify → UseAbility wiring
|
||
3. Pass 4 — Frontend / session flows
|
||
4. 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
|