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realms-in-ruin-dev/Documentation/Archaeology/14-EvidenceIndex.md
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tedwardsandCursor aa0058a018 Document Pass 11 Phase 1 synthesis and close static archaeology.
Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 23:40:52 -07:00

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14 — Evidence Index

Status: Complete

  • Scope: Compact cross-model index of material Phase 1 findings. Every major conclusion has an evidence row.
  • Last updated: 2026-07-16
  • Current phase: Phase 1 — Static Architecture (complete)
  • Last completed pass: Pass 11 (Batch 5 synthesis)
  • Next pass expected to contribute: Phase 2 when authorized

Draft tracking

Completed sections

  • Batches 14D evidence rows
  • Pass 11 synthesis rows (player hierarchy, abilities, GAS, enemy, frontend, HUD, pickups, migration)

Pending sections

  • None for Phase 1 static scope
  • Runtime verification columns remain open by design

Evidence ID System Evidence classification Exact source path Exact symbol Finding Pass Doc / section Confidence Remaining limitation
E-P1-001 Player hierarchy Observed Implementation Source/REALMSINRUIN; /Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase ARIRBaseCharacter → ARIRPlayerCharacter → BP_PlayerCharacterBase → Player_* Native+BP playable hierarchy established Pass 13 03 Hierarchy; 08 Native chain High None for structure
E-P1-002 Input/RPC Observed Implementation /Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase IA_Ability_001004 → Server_Ability_*_Begin/End Enhanced Input routes to Server ability events Pass 5 05 Shared architecture; 08 Ability flow High Reliability Unknown — Tool Limitation
E-P1-003 Paladin abilities Observed Implementation /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin Server_Ability_001/003/004_Begin; UseAbility001/004 001/003/004 Implemented; 002 Partial; no Parent calls Pass 6+8 05 Player_Paladin; 07 P-* High Runtime hit vs enemy
E-P1-004 Amazonian Ability 001 Observed Runtime Behavior Player_Amazonian; project baseline brief Server_Ability_001_Begin; UseAbility001 Implemented melee; baseline-confirmed working Pass 6+8 05; 08; 07 A-001 High Not re-tested in Phase 1
E-P1-005 Cleric abilities Observed Implementation Player_Cleric Server_Ability_001004; UseAbility002/004; ConcentrateHandle 003 Implemented; 001/002/004 Partial; 004 mana bypass + empty SpawnActor Pass 6+8 05 Player_Cleric; 07 C-* High PIE confirm defects
E-P1-006 Wizard abilities Observed Implementation Player_Wizard Inherited Server_Ability_* only Stub PrintString; no child Server_Ability bodies Pass 6 05 Player_Wizard; 07 W-* High Design for orphans
E-P1-007 Gunslinger Observed Implementation Player_Gunslinger; WBP_CharacterSelect IsDataOnly=True; no select button Data-only stubs; absent from character select Pass 3+4+6 05; 08; 11 Select High Mesh AnimClass Unknown
E-P1-008 AnimNotify routing Observed Implementation /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_Ability_001004 Received_Notify → UseAbility00N Hit windows driven by AnimNotify BPs Pass 8 10 Shared animation; 05 High Trigger times Manual Editor
E-P1-009 AN_AttackComplete Observed Implementation AN_AttackComplete SetIsAttacking clears CurrentlyAttacking Primary cleanup for notify-driven attacks Pass 8 10; 05; 07 S12 High Interrupt skip Requires Runtime Inspection
E-P1-010 Montage pins Observed Implementation BP_PlayerCharacterBase Multicast_PlayMontage OnCompleted/OnBlendOut/OnInterrupted Completion pins unwired Pass 8 10; 05 High Interrupt behavior runtime
E-P1-011 Player GAS ownership Observed Implementation Source/REALMSINRUIN/RIRPlayerState.cpp URIRAbilitySystemComponent on ARIRPlayerState Player ASC+AttributeSet on PlayerState; InitAbilityActorInfo Pass 1+7 06 §1; 03 High None for ownership
E-P1-012 Default attributes Observed Implementation BP_PlayerState CDO; GE_*_DefaultAttributes defaultAttributesGameplayEffect=None; referencers [] Default attribute GEs Present but Unreferenced; spawn uses native Init Pass 7 06 §3; 03 BP_PlayerState High PIE spawn values
E-P1-013 Gameplay Effects Observed Implementation /Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/ GE_PotionHeal/Mana; GE_HoT/MoT; four defaults Eight GEs; consumables Active path; defaults orphaned Pass 7+10 06 §2; 12 High GE components unreadable
E-P1-014 Gameplay Abilities Observed Implementation Source URIRGameplayAbility; find_assets GA_ No GA assets; no GiveAbility/TryActivateAbility Scaffolding Only; grant/activate Missing Pass 7 06 §1; 05 High None
E-P1-015 Gameplay Tags Observed Implementation Config/DefaultGameplayTags.ini State./Disable./Effect.* Twelve tags Present but Unreferenced Pass 7 06; 02 §4.3 High None
E-P1-016 Gameplay Cues Observed Implementation find_assets GC_/GameplayCue No project cue notifies Missing Pass 7 06 §1 High GE cue slots Unknown — Tool Limitation
E-P1-017 Legacy resources Observed Implementation BP_PlayerCharacterBase DEPRECATED_* DEPRECATED health/mana/damage/costs Deprecated but Connected in ability graphs; no ASC sync Pass 57 05 Resource inventory; 06 boundary High PIE divergence
E-P1-018 Enemy chase/attack Observed Implementation BP_Enemy_Skeleton EventGraph EventTick/BeginPlay/Overlap empty Target/chase/attack Implementation Missing Pass 9 09 Executive summary High PIE idle confirm
E-P1-019 Enemy damage reception Observed Implementation BP_Enemy*; player ApplyDamage callers No ReceiveAnyDamage Implementation Missing; ApplyDamage has no enemy health consumer Pass 6+9 05 Pass 9 note; 09 High PIE hit feedback
E-P1-020 Enemy death defect Observed Implementation ABP_Skeleton SetIsDead(false) every Update Death Connected but Incomplete Pass 9 09; 10 High Transition pins Manual Editor
E-P1-021 Enemy GetASC Observed Implementation RIRBaseCharacter.cpp; RIREffectActor.cpp GetAbilitySystemComponent → PlayerState Interface path nullptr on enemies Pass 7+9 06; 09; 12 High PIE potion-on-enemy
E-P1-022 Frontend startup Observed Implementation Config/DefaultEngine.ini GameDefaultMap=MainMenu; EditorStartupMap=Test01 Startup maps Active Pass 1+4 02 §4.1; 11 High None
E-P1-023 Character selection Observed Implementation WBP_CharacterSelect; PC_Character PlayerFirstSpawn SpawnActor+Possess DefaultPawn=None; select supplies pawn; server-only widget create Pass 4 11; 08 High Remote client PIE
E-P1-024 Session partial flow Observed Implementation PC_MainMenu; WBP_MainMenu; WBP_GameSlot CreateAdvancedSession; FindSessionsAdvanced; JoinSession Host/Find connected; Join no OnSuccess; DestroySession Missing Pass 4 11 §2 High PIE OSS/LAN/Steam
E-P1-025 OnlineSubsystem config Observed Implementation Config/*.ini grep No OnlineSubsystem/Steam keys Configuration Gap / Missing Pass 4 11 §3; 02 High Engine default runtime
E-P1-026 GI_Dungeoneer Observed Implementation GI_Dungeoneer; DefaultEngine.ini Not GameInstanceClass; 0 refs Present but Unconnected Pass 4 11; 02; 03 High None
E-P1-027 HUD dual path Observed Implementation WBP_PlayerHUD; WBP_Overlay; PC_Character InitOverlay vs UpdatePlayerHUD Overlay Health/Mana Connected; UpdatePlayerHUD unimplemented Pass 10 11; 06; 03 High PIE Overlay update
E-P1-028 Pickup authority Observed Implementation BP_HealthPotion etc. OnComponentBeginOverlap → Apply → Destroy; bReplicates=false Active static path; Authority Risk Pass 10 12 §1; 06 High Listen-server PIE
E-P1-029 Gold no-op Observed Implementation BP_BasePickUp; PC_Character AddGold bIsImplemented=false Partial / Present but Unconnected Pass 10 12 §3; 03 High PIE confirm no-op
E-P1-030 UE 5.8 migration Documented Intent / Observed Runtime Behavior Project recovery brief EngineAssociation 5.8 Recovered 5.4.4→5.8; parity passed; defects are baseline Pre-Phase 1 01 §3 Medium Not re-validated in archaeology
E-P1-031 Phase 1 synthesis Observed Implementation Documentation/Archaeology/01-ExecutiveSummary.md; 07-AbilityMigrationMatrix.md Pass 11 deliverables Executive summary + migration matrix complete Pass 11 01; 07; 15 High Phase 2 not started
E-P1-032 Continuity Pass 11 Observed Implementation Editor MCP IsPIERunning=false; level Test01 PIE stopped; level Test01; selection empty at Pass 11 check Pass 11 15 High Selection cleared vs Batch 4D Skeleton_C_1

Index notes

  • Do not use as a classification; use explicit statuses above.
  • Later exact evidence supersedes earlier preliminary Batch 12 statements (sessions/pickups deferred → resolved in Batch 4D).
  • Full narrative: 01-ExecutiveSummary.md. Ability dispositions: 07-AbilityMigrationMatrix.md.