Records empty enemy EventGraphs, stock AIController possession, orphan attack montage, and separates GetASC defect from chase/attack failure. Co-authored-by: Cursor <cursoragent@cursor.com>
3.4 KiB
3.4 KiB
13 — Unknowns and Runtime Questions
Status: Draft
- Scope: Unresolved questions after Batches 1–3, Batch 4A–4C (Passes 8, 7, 9).
- Inspection method: Consolidation through Pass 9.
- Evidence classifications used: Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- Tool or visibility limitations: Semantic Search unavailable; AnimGraph transition DSL empty; no PIE.
- Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture
- Last completed pass: Pass 9 (Batch 4C)
- Next pass expected to contribute: Pass 4 / Pass 10 when authorized
Draft tracking
Completed sections
- Batch 1–3 / Pass 7 / Pass 8 resolutions
- Pass 9 resolutions: chase/attack Implementation Missing; empty enemy EventGraphs; stock AIController; no BT/BB/navmesh; orphan attack montage; ABP SetIsDead(false); GetASC not chase cause
Pending sections
- Frontend/session (Pass 4)
- Pickup deep graphs (Pass 10)
- Runtime test procedures
Evidence still required
- PIE possession / ApplyDamage feedback / Death state reachability
- Notify trigger times (Manual Editor)
Resolved in Batch 4C (Pass 9)
| Question | Resolution | Classification | Doc |
|---|---|---|---|
| Where does chase/attack live? | Nowhere connected — native + BP EventGraphs empty; BPI AddPlayerTarget/EnemyMeleeAttack unimplemented | Implementation Missing | 09 |
| AIController? | Stock /Script/AIModule.AIController; AutoPossessAI PlacedInWorld |
Observed Implementation | 09 |
| BehaviorTree/Blackboard/Perception? | None in project | Missing | 09 |
| Navmesh in Test01? | No NavMeshBoundsVolume / RecastNavMesh | Missing (secondary) | 09 |
| Does GetASC defect cause chase failure? | No — chase has no ASC dependency | Observed Implementation | 09, 06 |
| Enemy attack montage? | Exists; 0 referencers | Present but Unreferenced | 09, 10 |
| Enemy death anim? | ABP Death + death anims; IsDead forced false each Update | Connected but Incomplete | 09, 10 |
| Enemy receive player damage? | No ReceiveAnyDamage / health mutation on enemy BP | Implementation Missing | 09, 05 |
Confirmed static defects with runtime questions
| Confirmed finding | Issue | Runtime question |
|---|---|---|
| Chase/attack Implementation Missing | Existing Baseline Defect | Confirm idle forever when possessed |
| No navmesh in Test01 | External Dependency Missing (secondary) | Would MoveTo work after mesh bake alone? |
| AutoPossessAI PlacedInWorld | Possession Configuration Conflict for spawned enemies | Do spawners create uncontrolled pawns? |
| ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? |
| No enemy damage reception | Existing Baseline Defect | Player hits show nothing? |
| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy |
| Dual HUD / orphan default GEs | Incomplete Refactor | PIE attribute/UI |
Requires further inspection
| Question | Method | Priority |
|---|---|---|
| Sessions / frontend | Pass 4 | Medium |
| Full pickup authority/respawn | Pass 10 | Medium |
| PIE: possession, ApplyDamage feedback, Death, EffectActor | PIE | High |
| ABP Death transition pins | Manual Editor | Low |
Priority order for later verification
- Pass 4 — sessions / frontend
- Pass 10 — pickup deep dive
- Controlled PIE — enemy idle/possession, player hit feedback, dual HUD, potions
- Pass 11 — migration matrix (after Batch 4 complete)