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realms-in-ruin-dev/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md
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tedwardsandCursor 4e926d1ccc Document Batch 4A Pass 8 animation archaeology: AnimNotify callbacks and ability cleanup wiring.
Resolves UseAbility* callers via shared AN_Ability notifies, qualifies Pass 6 ability statuses, and records AnimBP/Montage dependencies without modifying Unreal assets.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 21:00:59 -07:00

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13 — Unknowns and Runtime Questions

Status: Draft

  • Scope: Unresolved questions after Batches 13 and Batch 4A Pass 8.
  • Inspection method: Consolidation of Batches 13 + Pass 8 animation archaeology.
  • Evidence classifications used: Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
  • Tool or visibility limitations: Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies array / times unreadable; AnimGraph DSL empty; no PIE.
  • Last updated: 2026-07-16
  • Current phase: Phase 1 — Static Architecture
  • Last completed pass: Pass 8 (Batch 4A)
  • Next pass expected to contribute: Pass 7 / 4 / 9 when authorized

Draft tracking

Completed sections

  • Batch 13 unknowns and resolutions
  • Pass 8 resolutions: UseAbility* callers; Amazonian melee anim path; Cleric dead notifies; cleanup via AN_AttackComplete; PerformingWhirlwind not animation-driven

Pending sections

  • Frontend/session/enemy AI (Pass 4 / 9)
  • GE/cue inventory (Pass 7)
  • Runtime test procedures

Evidence still required

  • Notify trigger times (Manual Editor)
  • Interrupt vs AN_AttackComplete behavior (PIE)
  • Live ASC vs DEPRECATED HUD coexistence (PIE)

Resolved in Batch 23 (unchanged)

See prior tables in git history / Batch 3 handoff. Key: legacy IA→Server_Ability_*; DefaultAttributes=None; WBP_PlayerHUD is AHUD.


Resolved in Batch 4A (Pass 8)

Question Resolution Classification Doc
Who calls UseAbility*? AN_Ability_001004 AnimNotify BPs → BPI interface on montage owner Observed Implementation 10, 05
Paladin 001 damage via anim callback? Yes — AN_Ability_001 during Attack_* montages Observed Implementation 10
Paladin block Montage/notify? No Montage; ABP Block from IsBlocking; End clears Observed Implementation 10
Paladin charge Montage cleanup? No — ChargeTimeline / ability logic Observed Implementation 10
Amazonian working melee anim path? Begin → Multicast → AN_Ability_001 → UseAbility001 → Authority damage; AN_AttackComplete clears Observed Implementation + Observed Runtime Behavior 10
Weapon collision notify windows? Not observed — overlaps inside UseAbility* Observed Implementation (absence) 10
PerformingWhirlwind set by anim? No — not in ABP/montages; still Get-only Observed Implementation 10
Cleric 001 hidden notify gameplay? Notify present; UseAbility001 unimplemented — dead Observed Implementation 10
Cleric 002/003/004 anim dependency? 002/004 notify-driven; 003 timer + vestigial AN_Ability_003; ABP Divine Circle Observed Implementation 10
Wizard spell via anim callbacks? No Wizard montages; ABP locomotion only Observed Implementation 10
Gunslinger shared AnimBP/Montage? No AnimBP dependency Observed Implementation 10
CurrentlyAttacking clear on montage complete? Via AN_AttackComplete → SetIsAttacking; interrupt Unknown Observed Implementation / Unknown interrupt 10
Death anim invoke destroy/respawn? No — ABP Death presentation; PlayerDeath on character Observed Implementation 10

Confirmed static defects with runtime questions

Confirmed finding Issue Runtime question
Enemy ASC vs GetASC Incomplete Refactor PIE impact
Dual HUD paths Incomplete Refactor Which drives bars?
DefaultAttributes unused Partially Implemented Spawn attribute source?
Cleric 004 empty SpawnActor + mana bypass Existing Baseline Defect PIE behavior
Gameplay hit windows depend on Multicast montage notify eval on server Technical Debt / static risk Does server always evaluate notifies?
Interrupt may skip AN_AttackComplete Incomplete Refactor Stuck CurrentlyAttacking?
Cleric AN_Ability_001 / 003 dead receivers Existing Baseline Defect / Technical Debt Cosmetic-only primary attack?

Requires further inspection

Question Method Priority
Notify trigger times / sections Manual Editor Medium
Interrupt cleanup PIE High
GE/cue referencers Pass 7 High
Enemy BP AI Pass 9 High
Sessions / frontend Pass 4 Medium
Paladin block absorb (PlayerHitCheck) Graph walk (non-anim) Medium

Tool and environment limitations

Item Impact
Montage Notifies property unreadable Times Unknown; presence via deps
AnimNotifyList registry tag empty for BP notifies Do not trust tag alone
AnimGraph / transition DSL empty State drivers via EventGraph + VariableGet
CustomEvent Reliable flags Unknown
No PIE in Batch 4A Runtime deferred

Priority order for later verification

  1. Pass 7 — GE/cue/tag inventory
  2. Pass 9 — enemy Blueprint AI
  3. Pass 4 — sessions / frontend
  4. Controlled PIE — dual HUD, notify interrupt, server montage eval, Cleric 001/004