Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
85 lines
3.4 KiB
Markdown
85 lines
3.4 KiB
Markdown
# 11 — UI, HUD, and Sessions
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**Status: Draft**
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- **Scope:** Native HUD / widget-controller path (Batch 1); Pass 3 resolution of `WBP_PlayerHUD` and GM/PC framework ties. Full frontend/session graphs deferred to Batch 4.
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- **Inspection method:** Native C++ read; Batch 2 AssetTools class/tags/deps/refs; ObjectTools GM_Dungeoneer CDO; BlueprintTools PC_Character.
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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 3 (Batch 2)
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- **Next pass expected to contribute:** Batch 4 Passes 4 + 10
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## Draft tracking
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### Completed sections
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- InitOverlay call chain from player InitAbilityActorInfo
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- OverlayWidgetController attribute broadcasts/bindings
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- AdvancedSessions / AdvancedSteamSessions enabled + descriptor paths
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- Widget subclass path seeds
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- **WBP_PlayerHUD resolved as AHUD (`RIRHUD` child)**
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- GM_Dungeoneer assigns HUDClass / PC / PS
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### Pending sections
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- Main menu / browser / character-select widget flow
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- Production vs Example Advanced Sessions Blueprints
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- WBP_Overlay / progress bar bindings deep dive
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- CommonUI usage
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- BPI_PlayerController.UpdatePlayerHUD widget targets
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### Evidence still required
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- Whether both Overlay ASC HUD and DEPRECATED UpdatePlayerHUD run in PIE
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- Session create/find/join graphs
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---
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## WBP_PlayerHUD resolution (Pass 3)
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| Field | Value |
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|-------|--------|
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| Path | `/Game/_Main/UI/Widgets/HUD/WBP_PlayerHUD` |
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| Asset class | `WBP_PlayerHUD_C` |
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| Generated parent | `/Script/REALMSINRUIN.RIRHUD` |
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| Type | **AHUD Blueprint** (not `UserWidget`) |
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| IsDataOnly | True |
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| Referencers | `/Game/_Main/Blueprints/Game/GameMode/GM_Dungeoneer` |
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| Dependencies | REALMSINRUIN, `/Game/_Main/UI/Widgets/WBP_Overlay`, `/Game/_Main/UI/Widgets/WidgetController/BP_OverlayWidgetController` |
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**Observed Implementation:** Naming `WBP_` is misleading Documented Intent; asset is the game HUD class assigned on `GM_Dungeoneer`. Relationship to `ARIRHUD`: direct Blueprint child that supplies OverlayWidgetClass / OverlayWidgetControllerClass via deps to `WBP_Overlay` + `BP_OverlayWidgetController`.
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---
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## HUD init (Observed Implementation)
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### Native GAS path
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`ARIRPlayerCharacter::InitAbilityActorInfo` → `ARIRHUD::InitOverlay(PC, PS, ASC, AS)` → create `OverlayWidgetClass` → `UOverlayWidgetController` binds ASC attribute delegates → `BroadcastInitialInitialValues` → `AddToViewport`.
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### Legacy BP path (still connected)
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`BP_PlayerCharacterBase` EventPossessed → Delay 0.4 → `Server_UpdateHUD` → compute DEPRECATED health/mana percentages → `BPI_PlayerController.UpdatePlayerHUD`.
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**Technical Debt:** Dual attribute UI; Stamina delegates reuse Mana signature types in OverlayWidgetController.h.
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---
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## Framework assignments (GM_Dungeoneer CDO)
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| Property | Value |
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|----------|--------|
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| HUDClass | `WBP_PlayerHUD_C` |
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| PlayerControllerClass | `PC_Character_C` |
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| PlayerStateClass | `BP_PlayerState_C` |
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| DefaultPawnClass | None |
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`PC_Character` implements `BPI_PlayerController`; holds `CharacterSelectHUD`; Enhanced Input IMC `IMC_PlayerDefault` + `IA_Movement`.
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---
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## Sessions (Observed Implementation)
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Project plugins AdvancedSessions + AdvancedSteamSessions enabled (VersionName 5.8). `GM_Dungeoneer` deps include AdvancedSessions.
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**Unknown:** Live menu usage vs Example Advanced Sessions Blueprints — Batch 4 Pass 4.
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**Unknown:** OnlineSubsystem INI location — Requires Broader Filesystem/Configuration Inspection.
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