Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff. Co-authored-by: Cursor <cursoragent@cursor.com>
241 lines
19 KiB
Markdown
241 lines
19 KiB
Markdown
# 06 — Partial GAS Architecture
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**Status: Complete**
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- **Scope:** Complete static archaeology of partial GAS: ASC ownership, AttributeSet, Gameplay Effects, tags, cues, grant/activation absence, EffectActor boundary, legacy/GAS resource conflict, enemy ASC accessor defect.
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- **Inspection method:** Native C++ read of all GAS-related Source/REALMSINRUIN files; AssetTools find/deps/refs; ObjectTools CDO properties / search_subclasses; BlueprintTools EventGraph DSL on consumable BPs; GameplayTagsToolset (read-only); prior Pass 5–8 ability/anim negative GAS results.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **Tool or visibility limitations:** `GameplayEffectComponents` array unreadable via ObjectTools (cues/component tags Unknown on GE CDOs); BlueprintGeneratedClass CDO sometimes rejects duration/modifier property names depending on load path — modifiers recovered via successful GE CDO queries on Default__ / generated class where available; no PIE.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture (complete)
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- **Last completed pass:** Pass 11 (Batch 5) — status close; content through Pass 10
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- **Next pass expected to contribute:** Phase 2A (attribute SoT) when authorized
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## Completion notes
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Static GAS archaeology for Phase 1 is complete (subsystem matrix, GE inventory, tags/cues negatives, dual-resource boundary, enemy GetASC). PIE Overlay/potion/authority tests deferred to doc `13`.
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---
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## 1. GAS subsystem status matrix
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| Subsystem | Status | Exact implementation | Active reference path | Conflict or gap | Evidence |
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|---|---|---|---|---|---|
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| Player ASC ownership | **Active** | `ARIRPlayerState` creates `URIRAbilitySystemComponent`; Mixed replication | Character caches ASC from PlayerState in `InitAbilityActorInfo` | None for players | RIRPlayerState.cpp |
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| Enemy ASC ownership | **Active** (component) | `ARIRBaseEnemyCharacter` creates ASC + AttributeSet; Minimal replication; `InitAbilityActorInfo(this,this)` in BeginPlay | Direct component on enemy | Conflicts with interface GetASC | RIRBaseEnemyCharacter.cpp |
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| Actor-info initialization | **Active** | Player: PossessedBy + OnRep_PlayerState; Enemy: BeginPlay | Observed Implementation | — | RIRPlayerCharacter.cpp; RIRBaseEnemyCharacter.cpp |
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| AttributeSet replication | **Active** | All six attrs DOREPLIFETIME + OnRep | Overlay binds change delegates | Stamina/MaxStamina not Init'd in ctor | RIRAttributeSet.cpp |
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| Default attribute initialization | **Scaffolding Only / Present but Unreferenced** | Property `DefaultAttributesGameplayEffect` on PlayerState; four character GE assets | **None** — BP_PlayerState = None; GE_*_DefaultAttributes referencers [] | Spawn uses native InitHealth/Mana only | ObjectTools; get_referencers |
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| Runtime attribute modification | **Partially Integrated** | Consumable GEs via EffectActor ApplyGameplayEffectSpecToSelf | Potion/food overlap → ApplyEffectToTarget | Abilities use ApplyDamage / DEPRECATED floats, not GE | BP_HealthPotion DSL; Pass 5–6 |
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| Gameplay Ability classes | **Scaffolding Only** | `URIRGameplayAbility` InstancedPerActor only | No project subclass beyond engine jump/montage | No discrete GA assets (`GA_` find = []) | search_subclasses; find_assets |
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| Ability granting | **Missing** | No GiveAbility / StartupAbilities / AbilitySet | None observed | — | Source grep; find_assets; BP find_nodes |
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| Ability activation | **Missing** | No TryActivateAbility in native or playable ability graphs | Legacy `Server_Ability_*` instead | — | Pass 5–6; Pass 7 searches |
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| Ability costs / cooldowns | **Missing** | No GA cost/cooldown classes | Mana cost is DEPRECATED float + FCanUseMana | — | Pass 6 |
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| Gameplay Effects | **Partially Integrated** | 8 GE BPs under GAS/GameplayEffects | 4 consumable GEs assigned + applied; 4 default GEs orphaned | No Max* on default GEs; no Gunslinger GE | Pass 7 inventory |
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| Gameplay Tags | **Present but Unreferenced** | 12 tags in DefaultGameplayTags.ini | Zero native string refs; zero asset referencers observed | Tags unused by GEs (legacy containers empty) | Config; Source grep; tag tool |
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| Gameplay Cues | **Missing** | No project cue notify assets; no GC_ assets; no GameplayCue.* project tags beyond Test orphan | None observed | SoundCue `*_Cue` assets are audio, not GAS | find_assets; search_subclasses |
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| Attribute-driven UI | **Active but Unverified** | InitOverlay → OverlayWidgetController → WBP_Overlay Health/Mana bars bind delegates | WBP_Overlay via WBP_PlayerHUD CDO classes assigned | Legacy UpdatePlayerHUD **unimplemented**; stamina broadcasts with **no stamina widget** | RIRHUD; WBP_Overlay DSL; PC list_events |
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| Legacy-resource synchronization | **Missing** | No mirror code between ASC attrs and DEPRECATED_* | Both UI paths independent | Static divergence possible | Pass 5–7 |
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| Enemy effect compatibility | **Partially Integrated / Existing Baseline Defect** | Enemy owns ASC; EffectActor uses `GetAbilitySystemComponent` via interface | Interface GetASC → PlayerState → **nullptr on enemies** | Pickups/effects may skip enemies | RIRBaseCharacter.cpp; RIREffectActor.cpp |
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---
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## 2. Gameplay Effect inventory
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All under `/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/`. Attribute owner: `URIRAttributeSet`. Magnitude type: ScalableFloat. StackingType: None / StackLimitCount 0 where read. Cues: **Unknown — GameplayEffectComponents unreadable**; no GC_ assets exist. Granted INI tags: not observed on readable legacy tag containers (empty).
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| Effect | Duration | Modifiers | Tags | Cues | Referencers | Application path | Status | Evidence |
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|---|---|---|---|---|---|---|---|---|
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| `GE_PotionHeal` | Instant | Health AddBase **25** | Empty (legacy containers) | Unknown — Tool Limitation | `BP_HealthPotion` | Overlap → ApplyEffectToTarget(Instant) → DestroyActor | **Active** (static path) | CDO + DSL |
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| `GE_PotionMana` | Instant | Mana AddBase **30** | Empty | Unknown | `BP_ManaPotion` | Same Instant pattern | **Active** (static path) | CDO + refs |
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| `GE_HoT_Small` | HasDuration **1s**, Period **0.1** | Health AddBase **0.5**/tick | Empty | Unknown | `BP_OrangeSlice` | Overlap → ApplyEffectToTarget(Duration) → Destroy | **Active** (static path) | CDO + refs |
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| `GE_MoT_Small` | HasDuration **1s**, Period **0.1** | Mana AddBase **0.25**/tick | Empty | Unknown | `BP_ManaCrystal` | Same Duration pattern | **Active** (static path) | CDO + refs |
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| `GE_Paladin_DefaultAttributes` | Instant | Health Override **100**; Mana Override **100** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers |
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| `GE_Amazon_DefaultAttributes` | Instant | Health Override **100**; Stamina Override **100** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers |
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| `GE_Cleric_DefaultAttributes` | Instant | Health Override **50**; Mana Override **200** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers |
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| `GE_Wizard_DefaultAttributes` | Instant | Health Override **100**; Mana Override **150** | Empty | Unknown | **[]** | None | **Present but Unreferenced** | get_referencers |
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**None observed:** GE_Gunslinger_*; SetByCaller; MMC; ExecutionCalculation project subclasses (engine base only); overflow/expiration GE chains (not read / not present in modifiers).
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**Folder inventory:** `find_assets` recursive on `/Game/_Main/Blueprints/Game/GameSystems/GAS` returned exactly these 8 assets — Observed Implementation (complete folder set).
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---
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## 3. Default attribute matrix
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| Character | Effect | Health | MaxHealth | Mana | MaxMana | Stamina | MaxStamina | Assigned at | Applied at | Reachability |
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| Paladin | `.../Paladin/GE_Paladin_DefaultAttributes` | Override 100 | Not modified | Override 100 | Not modified | Not modified | Not modified | **None** | **None** | Unreachable |
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| Amazonian | `.../Amazon/GE_Amazon_DefaultAttributes` (folder **Amazon**, not Amazonian) | Override 100 | Not modified | Not modified | Not modified | Override 100 | Not modified | **None** | **None** | Unreachable |
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| Cleric | `.../Cleric/GE_Cleric_DefaultAttributes` | Override 50 | Not modified | Override 200 | Not modified | Not modified | Not modified | **None** | **None** | Unreachable |
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| Wizard | `.../Wizard/GE_Wizard_DefaultAttributes` | Override 100 | Not modified | Override 150 | Not modified | Not modified | Not modified | **None** | **None** | Unreachable |
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| Gunslinger | **None observed** | — | — | — | — | — | — | — | — | Missing |
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| All (PlayerState) | Property only | — | — | — | — | — | — | `BP_PlayerState.defaultAttributesGameplayEffect` = **None** | Native never applies | Unreachable |
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**Native spawn fallback (Observed Implementation):** `URIRAttributeSet` ctor `InitHealth(75)`, `InitMaxHealth(100)`, `InitMana(25)`, `InitMaxMana(50)`; Stamina/MaxStamina **not** Init'd.
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**Naming inconsistency:** Amazon GE folder/asset uses `Amazon`; playable Blueprint is `Player_Amazonian` — Documented Intent / Technical Debt.
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---
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## 4. Attribute architecture matrix
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| Attribute | Native default | Replication | GE modifiers | UI binding | Blueprint reads/writes | Legacy equivalent | Synchronization | Status |
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| Health | Init 75 | Replicated + OnRep | Potion +25; HoT +0.5/0.1s; default Override orphaned | OnHealthChanged | Ability graphs: **none** (use DEPRECATED) | DEPRECATED_CurrentHealth | **None observed** | Dual sources |
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| MaxHealth | Init 100 | Replicated + OnRep | **None** on any GE | OnMaxHealthChanged | None in abilities | DEPRECATED_MaxHealth | None | Partially Integrated |
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| Mana | Init 25 | Replicated + OnRep | Potion +30; MoT +0.25/0.1s; default Override orphaned | OnManaChanged | Abilities use DEPRECATED mana | DEPRECATED_Mana / costs | None | Dual sources |
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| MaxMana | Init 50 | Replicated + OnRep | **None** on any GE | OnMaxManaChanged | None | DEPRECATED_MaxMana | None | Partially Integrated |
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| Stamina | **Not Init'd** | Replicated + OnRep | Amazon default Override 100 (orphaned) | OnStaminaChanged (**typed as FOnManaChangedSignature**) | None | **None observed** | None | Scaffolding / Technical Debt |
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| MaxStamina | **Not Init'd** | Replicated + OnRep | **None** | OnMaxStaminaChanged (**typed as FOnMaxManaChangedSignature**) | None | None | None | Scaffolding / Technical Debt |
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**No PostGameplayEffectExecute / PreAttributeChange** on `URIRAttributeSet` — no clamp-to-max or death-from-attribute logic in native AttributeSet — Observed Implementation (absence).
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---
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## 5. Gameplay Tag inventory
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Defined in `Config/DefaultGameplayTags.ini` (ImportTagsFromConfig=True).
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| Tag | Defined at | Native references | Blueprint references | GE/GA references | Status | Evidence |
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| State.Dead | DefaultGameplayTags.ini L12 | None observed | None observed | None observed | Present but Unreferenced | Source string search; tag referencer search |
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| State.Stunned | L13 | None | None | None | Present but Unreferenced | same |
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| State.Blocking | L14 | None | None | None | Present but Unreferenced | same |
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| State.Casting | L15 | None | None | None | Present but Unreferenced | same |
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| Disable.Movement | L17 | None | None | None | Present but Unreferenced | same |
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| Disable.Input | L18 | None | None | None | Present but Unreferenced | same |
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| Disable.Attack | L19 | None | None | None | Present but Unreferenced | same |
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| Disable.Ability | L20 | None | None | None | Present but Unreferenced | same |
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| Effect.Damage | L22 | None | None | None | Present but Unreferenced | same |
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| Effect.Heal | L23 | None | None | None | Present but Unreferenced | same |
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| Effect.Buff | L24 | None | None | None | Present but Unreferenced | same |
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| Effect.Debuff | L25 | None | None | None | Present but Unreferenced | same |
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**Documented Intent** (DevComment strings in INI) describes intended roles; **no Observed Implementation** of add/query/grant usage.
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**GameplayCue.Test:** reported as lone cue tag orphan by GameplayCueToolset — Present but Unreferenced; no project notify.
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---
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## 6. Gameplay Ability and grant inventory
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| Ability or grant mechanism | Asset/symbol | Grant path | Activation path | Cost/cooldown | Reachability | Status | Evidence |
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|---|---|---|---|---|---|---|---|
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| URIRGameplayAbility | `Source/.../RIRGameplayAbility.*` | None | None | None | Scaffolding only | Scaffolding Only | InstancedPerActor ctor only |
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| UGameplayAbility subclasses (project) | search_subclasses → only engine Jump/Montage + URIRGameplayAbility | None | None | — | No project GA BP | Missing | search_subclasses |
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| GA_* assets | find_assets `/Game` name GA_ | — | — | — | **[]** | Missing | find_assets |
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| AbilitySet / StartupAbilities | find_assets | — | — | — | **[]** | Missing | find_assets |
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| GiveAbility / TryActivateAbility | Source + BP_PlayerCharacterBase | — | — | — | None observed | Missing | grep; find_nodes |
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| DefaultAttributesGameplayEffect apply | ARIRPlayerState property | Never called in native | — | — | BP = None | Scaffolding Only | RIRPlayerState.h; CDO |
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| Legacy Server_Ability_* | BP events | N/A (not GAS) | Enhanced Input | DEPRECATED mana | Active (legacy) | See doc 05 | Pass 5–6 |
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**Conclusion (Observed Implementation):** No project-defined Gameplay Ability implementation or static grant path was observed within the inspected project scope. This does not prove GAS can never activate at runtime.
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---
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## 7. Gameplay Cue inventory
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| Cue | Type | Trigger | Referencers | Reachability | Status | Evidence |
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| None observed (project) | — | — | — | — | **Missing** | find_assets GC_/GameplayCue; search_subclasses cue notifies → engine-only |
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| GameplayCue.Test | Tag only | None | None | Unreachable | Present but Unreferenced | GameplayCueToolset |
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| `*_Cue` SoundCue assets (e.g. MagicSpell_01_Cue) | USoundCue audio | Multicast_PlaySFX | Ability graphs | Active as **audio**, not GAS cue | Not GAS | Pass 6–8 |
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---
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## 8. Legacy / GAS boundary table
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| System | Legacy path | GAS path | Synchronization | Current source of truth | Conflict | Runtime question |
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|---|---|---|---|---|---|---|
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| Health combat damage | ApplyDamage + DEPRECATED_CurrentHealth (Amazonian AnyDamage) | Attribute Health via GE (potions only) | None | **Legacy for combat**; GAS for potions | Dual health pools possible | Does potion heal update combat death? |
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| Mana ability cost | DEPRECATED_*ManaCost + FCanUseMana | Attribute Mana via GE potions | None | **Legacy for abilities** | Potion mana may not affect ability costs | PIE both meters |
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| HUD bars | Server_UpdateHUD → UpdatePlayerHUD (DEPRECATED %) | InitOverlay → OverlayWidgetController ASC delegates | None | Overlay Connected; UpdatePlayerHUD **Present but Unconnected** | Incomplete dual UI | Overlay only? |
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| Healing | DEPRECATED_RecoverPlayerHealth (Cleric) | GE_PotionHeal / HoT | None | Both | Inconsistent heal systems | — |
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| Death | PlayerDeath / IsDead bool | State.Dead tag unused; no attr death | None | Legacy | Tag unused | — |
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| Blocking | IsBlocking bool + ABP | State.Blocking unused | None | Legacy | Tag unused | — |
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| Default spawn attrs | Native Init* only | Orphan default GEs | N/A | Native Init 75/100/25/50 | Orphan character GEs unused | Spawn values in PIE |
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---
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## 9. Enemy GAS compatibility table
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| Consumer | ASC lookup method | Expected owner | Static result | Null behavior | Potential impact | Runtime verification |
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| `ARIREffectActor::ApplyEffectToTarget` | Library GetASC → base GetASC → PlayerState | Enemy self ASC | **nullptr** | Early return | Potions/effects skip enemies | PIE |
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| Enemy direct ASC member | Native TObjectPtr | Self | Valid if used | — | No combat consumer in enemy BP (Pass 9) | — |
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| Enemy BP combat / chase | N/A | — | **No ASC dependency** | — | GetASC defect **does not** cause chase/attack failure | — |
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| Player ApplyDamage → enemy | Engine TakeDamage (not ASC) | — | No enemy ReceiveAnyDamage / health mutation | Damage event may fire with no health consumer | Combat kill path missing on enemy | PIE |
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| Enemy AttributeSet Health | Direct | Self | Exists; Init defaults only | — | Scaffolding for combat | PIE |
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**Pass 9 addition:** Enemy EventGraphs contain no ASC reads/writes. Chase/attack failure classification is **Implementation Missing**, independent of the GetASC Incomplete Refactor.
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---
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## Ownership and init (detail)
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**Player (Observed Implementation):**
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- ASC + AttributeSet on `ARIRPlayerState`
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- ReplicationMode **Mixed**; NetUpdateFrequency 100 (Batch 1/2)
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- `ARIRPlayerCharacter::InitAbilityActorInfo`: Owner=PlayerState, Avatar=Character; PossessedBy + OnRep_PlayerState
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- Then `ARIRHUD::InitOverlay` when local HUD present
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**Enemy (Observed Implementation):**
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- ASC + AttributeSet on `ARIRBaseEnemyCharacter`
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- ReplicationMode **Minimal**
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- BeginPlay: `InitAbilityActorInfo(this, this)`
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---
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## EffectActor boundary (Pass 7 + Pass 10)
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`ARIREffectActor::ApplyEffectToTarget`:
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1. `UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor)`
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2. null → return
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3. MakeOutgoingSpec(GEClass, 1.f) + ApplyGameplayEffectSpecToSelf
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**BlueprintCallable** from children. Properties: `InstantGameplayEffectClass`, `DurationGameplayEffectClass`.
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| BP | Instant | Duration | Graph |
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| `BP_HealthPotion` | GE_PotionHeal | None | Sphere OnComponentBeginOverlap → ApplyEffecttoTarget(Instant) → DestroyActor |
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| `BP_ManaPotion` | GE_PotionMana | None | Same Instant |
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| `BP_ManaCrystal` | None | GE_MoT_Small | Sphere → Apply(Duration) → Destroy |
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| `BP_OrangeSlice` | None | GE_HoT_Small | Sphere → Apply(Duration) → Destroy |
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**Pass 10 static:** No `SwitchHasAuthority` on any of the four; `bReplicates=false`; no target filter; Destroy always follows Apply call (including null ASC early-out path); no UI notify; no respawn. Authority / client overlap = **Authority Risk** / Requires Runtime Inspection. Full matrices: `12-Pickups-And-Effects.md`.
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**Overlay (Pass 10):** `WBP_Overlay` forwards controller to Health + Mana progress bars only; **no stamina widget**. Bars bind OnHealth/ManaChanged → SetProgressBarPercent.
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---
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## Distinctions (updated)
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| Layer | Status | Evidence |
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|-------|--------|----------|
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| GAS infrastructure | Present / Active for ASC+attrs+UI binding | Native classes |
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| GAS data | Partially present | 8 GEs; 12 orphan tags; no cues; no GAs |
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| GAS runtime abilities | Not observed | No grant/activate |
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| GAS runtime effects | Partially Integrated | Consumables only |
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| Legacy BP abilities | Active | doc 05 / 10 |
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---
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## Negative-search evidence log
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| Search | Scope | Result |
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| find_assets name `GA_` folder `/Game` | Project content | [] |
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| find_assets name `GC_` / `GameplayCue` | Project content | [] / no cue assets |
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| find_assets under GAS folder | Complete | Exactly 8 GE assets |
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| search_subclasses GameplayAbility | Engine+project | Engine Jump/Montage + URIRGameplayAbility only |
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| search_subclasses RIRGameplayAbility | Project | No further subclasses |
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| search_subclasses GameplayCueNotify_* | Engine+project | Engine unit-test/burst/etc only |
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| search_subclasses GameplayEffectExecutionCalculation / ModMagnitudeCalculation | Engine+project | Engine base only |
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| Source grep GiveAbility\|TryActivateAbility\|ApplyGameplayEffect | Source/REALMSINRUIN | Only EffectActor Apply + DefaultAttributes property |
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| Source grep State.Dead / tag strings | Source/REALMSINRUIN | No matches (GameplayTags module linked in Build.cs only) |
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| get_referencers each DefaultAttributes GE | Asset registry | [] |
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