Exclude REALMSINRUIN_TITLE_DEV.png from Git LFS so the README hero renders on Gitea. Co-authored-by: Cursor <cursoragent@cursor.com>
85 lines
4.4 KiB
Markdown
85 lines
4.4 KiB
Markdown
# 13 — Unknowns and Runtime Questions
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**Status: Draft**
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- **Scope:** Unresolved questions after Batches 1–4D (Passes 4, 7–10).
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- **Inspection method:** Consolidation through Pass 10.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; Sphere CDO collision unreadable; no PIE.
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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 4 + Pass 10 (Batch 4D)
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- **Next pass expected to contribute:** Pass 11 when authorized
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## Draft tracking
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### Completed sections
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- Batch 1–3 / Pass 7 / Pass 8 / Pass 9 resolutions
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- **Pass 4 resolutions:** GI empty/unwired; session graphs Partial; OnlineSubsystem INI Missing; map/GameMode deps; char-select spawn
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- **Pass 10 resolutions:** Overlay Health/Mana only; UpdatePlayerHUD/AddGold unimplemented; EffectActor authority risk; gold Partial; no stamina pickup/UI
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### Pending sections
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- Runtime test procedures (Pass 11 may list; PIE still unauthorized until requested)
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### Evidence still required
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- PIE possession / ApplyDamage feedback / Death state reachability
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- Session create/find/join with OnlineSubsystem defaults
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- Notify trigger times (Manual Editor)
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---
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## Resolved in Batch 4D (Pass 4 + Pass 10)
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| Question | Resolution | Classification | Doc |
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|---|---|---|---|
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| Where is session logic? | `PC_MainMenu` + `WBP_MainMenu` / `WBP_GameSlot` — not GI | Observed Implementation | 11 |
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| Is GI used? | Empty; not in GameInstanceClass; 0 refs | Present but Unconnected | 11, 02 |
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| OnlineSubsystem project INI? | Absent from Config/*.ini | Missing | 11, 02 |
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| How DefaultPawn=None gets a pawn? | Char-select → ServerSpawnCharacter → PlayerFirstSpawn | Connected (static) | 11, 08 |
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| Gunslinger in select UI? | No | Missing from select | 11, 08 |
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| Does UpdatePlayerHUD update widgets? | Unimplemented on PC_Character; not in RIRPlayerController C++ | Present but Unconnected | 11, 03 |
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| Stamina UI? | No Overlay child; no stamina widget asset | Present but Unconnected / Missing | 11, 06 |
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| Pickup authority? | EffectActors: no SwitchHasAuthority; gold: has Authority | Authority Risk / Partial | 12 |
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| Gold storage? | AddGold called but unimplemented | Present but Unconnected | 12 |
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| Stamina / other currency pickups? | None found | Missing / negative inventory | 12 |
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---
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## Confirmed static defects with runtime questions
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| Confirmed finding | Issue | Runtime question |
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| Chase/attack Implementation Missing | Existing Baseline Defect | Confirm idle forever when possessed |
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| No navmesh in Test01 | External Dependency Missing (secondary) | Would MoveTo work after mesh bake alone? |
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| AutoPossessAI PlacedInWorld | Possession Configuration Conflict for **spawned** enemies | Do spawners create uncontrolled pawns? |
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| ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? |
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| No enemy damage reception | Existing Baseline Defect | Player hits show nothing? |
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| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy destroys loot without heal? |
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| UpdatePlayerHUD unimplemented | Incomplete Refactor | Does Server_UpdateHUD no-op? |
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| AddGold unimplemented | Incomplete Refactor | Gold SFX+destroy without score? |
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| EffectActor no authority | Authority Risk | Client/server double-destroy or missed GE? |
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| JoinSession no OnSuccess pin | Partial | Does join travel occur? |
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| OnlineSubsystem INI Missing | Missing | LAN/Steam sessions fail silently? |
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| Char-select server-only create | Partial | Remote clients stuck without pawn UI? |
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| Orphan default GEs / dual resources | Incomplete Refactor | Spawn Health/Mana vs Overlay |
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---
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## Requires further inspection
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| Question | Method | Priority |
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| Controlled PIE — sessions, Overlay, potions, gold, enemy idle | PIE (explicit auth) | High |
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| JoinSession travel internals | PIE / Manual Editor | High |
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| ABP Death transition pins | Manual Editor | Low |
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| Sphere GenerateOverlapEvents exact | Manual Editor / SCS | Medium |
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---
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## Priority order for later verification
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1. **Pass 11** — synthesis / executive summary / migration matrix (when authorized)
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2. Controlled PIE — menu→Test01 spawn, Overlay bars, potion GE, gold no-op, enemy idle
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3. Multiplayer PIE — host Dev_Island, join travel, remote char-select
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4. Manual Editor — collision templates, AnimGraph pins
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