07 — Ability Migration Matrix
Status: Complete
- Scope: Final per-character and shared-system ability migration matrix for Phase 1 → Phase 2 handoff. Documentation only.
- Inspection method: Synthesis of docs
05, 08, 10, 06, 03, 11, 01. No new Unreal archaeology except continuity.
- Evidence classifications used: Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- Tool or visibility limitations: CustomEvent Reliability = Unknown — Tool Limitation; notify trigger times = Requires Manual Editor Inspection.
- Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture (complete)
- Last completed pass: Pass 11
- Next pass expected to contribute: Phase 2A/2B when authorized
Disposition vocabulary (only)
- Preserve behavior, migrate implementation
- Reconstruct legacy behavior first, then migrate
- Replace directly with GAS
- Replace directly with native/shared framework
- Retain as cosmetic-only path
- Remove obsolete or dead path
- Defer pending runtime validation
- Defer pending design decision
How to read rows
Every row fills all required fields. Where a value does not apply: Not applicable. Where static tools cannot resolve: Unknown — Tool Limitation or Requires Runtime Inspection. Where no interaction exists: None observed.
Network path shorthand: Client IA → Server_Ability_*_Begin → [child] → Multicast_PlayMontage → AN → Authority UseAbility* / SetIsAttacking.
Shared parent path: /Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase
Shared systems
S1 — BP_PlayerCharacterBase input routing
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
shared |
| Current status |
Active |
| Exact entry point |
IA_Ability_001–004 Started → Server_Ability_N_Begin; Completed/Canceled → Server_Ability_N_End |
| Parent behavior |
Not applicable (root BP of playables) |
| Network path |
Client Enhanced Input → Server custom events |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable at routing layer |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
Routes to Begin/End only |
| Authority location |
Server (Begin/End events) |
| Animation dependency |
None observed at routing layer |
| Cleanup/end behavior |
End events exist; base bodies empty |
| Connected assets |
/Game/_Main/Blueprints/Player/Inputs/ IMC/IA deps on base |
| Deprecated dependencies |
None observed at routing layer |
| GAS interaction |
None observed |
| Known static defect |
None at routing; Ends mostly empty (Incomplete Refactor) |
| Runtime question |
Requires Runtime Inspection — input binding completeness per class |
| Migration disposition |
Replace directly with native/shared framework |
| Prerequisites |
Phase 2A SoT; 2B activation contract |
| Migration complexity |
Medium |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05 Shared architecture; 08 Ability flow |
S2 — Base Ability 001–004 Begin stubs
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
001–004 Begin |
| Current status |
Stub |
| Exact entry point |
Server_Ability_001–004_Begin |
| Parent behavior |
Not applicable |
| Network path |
Client IA → Server Begin → PrintString "Override Ability N" |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
BP_PlayerCharacterBase EventGraph |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Stub used by Wizard/Gunslinger/Amazonian 002–004 |
| Runtime question |
Not applicable |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
2B shared activation |
| Migration complexity |
Low |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Shared architecture |
S3 — Base Ability 001–004 End stubs
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
001–004 End |
| Current status |
Stub |
| Exact entry point |
Server_Ability_001–004_End |
| Parent behavior |
Not applicable |
| Network path |
Client IA Completed/Canceled → Server End → then unconnected |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
None observed |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Missing (empty) |
| Connected assets |
BP_PlayerCharacterBase EventGraph |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Incomplete Refactor — cleanup via AN_AttackComplete instead |
| Runtime question |
Requires Runtime Inspection — release-cancel mid-ability |
| Migration disposition |
Replace directly with native/shared framework |
| Prerequisites |
2B cleanup contract |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Shared architecture; 10 cleanup |
S4 — Multicast_PlayMontage
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
shared |
| Current status |
Active |
| Exact entry point |
Multicast_PlayMontage |
| Parent behavior |
Not applicable |
| Network path |
Server child → Multicast → PlayMontage on Mesh |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
Montage playback; enables AnimNotifies |
| Authority location |
Multicast (presentation); gameplay via notify Authority gates |
| Animation dependency |
Caller-supplied montage asset |
| Cleanup/end behavior |
OnCompleted/OnBlendOut/OnInterrupted unwired |
| Connected assets |
BP_PlayerCharacterBase; character montages |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Networking Risk — gameplay depends on notify evaluation; interrupt may skip AN_AttackComplete |
| Runtime question |
Requires Runtime Inspection — interrupt cleanup; server notify fire |
| Migration disposition |
Replace directly with native/shared framework |
| Prerequisites |
2B authority/cleanup contracts |
| Migration complexity |
High |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05; 10 Shared animation architecture |
S5 — PlaySFX
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
shared |
| Current status |
Active |
| Exact entry point |
Multicast_PlaySFX / PlaySFX helper |
| Parent behavior |
Not applicable |
| Network path |
Server/caller → Multicast SFX |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
Audio presentation |
| Authority location |
Multicast / client presentation |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
BP_PlayerCharacterBase |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
None observed |
| Runtime question |
Requires Runtime Inspection — audibility on clients |
| Migration disposition |
Retain as cosmetic-only path |
| Prerequisites |
None observed |
| Migration complexity |
Low |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 Shared architecture |
S6 — Multi_SpawnParticle
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
shared |
| Current status |
Partial |
| Exact entry point |
Multi_SpawnParticle |
| Parent behavior |
Not applicable |
| Network path |
Multicast particle spawn |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
Particle presentation |
| Authority location |
Multicast |
| Animation dependency |
Optional with ability montages |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
BP_PlayerCharacterBase; callers Paladin 004 / Cleric 002 with empty EmitterTemplate |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Partially Implemented FX hole on Paladin 004 / Cleric 002 |
| Runtime question |
Requires Runtime Inspection — particle visibility |
| Migration disposition |
Retain as cosmetic-only path |
| Prerequisites |
Per-ability FX asset assignment |
| Migration complexity |
Low |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 Authority findings |
S7 — PlayerDeath
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase |
| Slot |
death |
| Current status |
Active |
| Exact entry point |
PlayerDeath; Client_PlayerDeath; HandleDeath |
| Parent behavior |
Not applicable |
| Network path |
Server death → Client_PlayerDeath presentation |
| Reliability |
Unknown — Tool Limitation |
| Validation |
IsDead / health checks (call-site dependent) |
| Resource source |
DEPRECATED health where callers write it (Amazonian AnyDamage) |
| Cost mutation |
Sets IsDead / death presentation |
| Gameplay output |
Death state; ABP IsDead → Death |
| Authority location |
Server + Client presentation |
| Animation dependency |
ABP Death states (per character) |
| Cleanup/end behavior |
Server_RespawnPlayer path exists |
| Connected assets |
BP_PlayerCharacterBase; character ABPs |
| Deprecated dependencies |
DEPRECATED_CurrentHealth (Amazonian inbound) |
| GAS interaction |
None observed (ASC Health not bridged) |
| Known static defect |
Incomplete Refactor — dual health sources |
| Runtime question |
Requires Runtime Inspection — death reachability vs ASC Health |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A shared death/damage SoT |
| Migration complexity |
High |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05; 08; 06 |
S8 — Server_RespawnPlayer
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase / PC_Character |
| Slot |
death |
| Current status |
Active but Unverified |
| Exact entry point |
Server_RespawnPlayer; PlayerRespawn BPI |
| Parent behavior |
Not applicable |
| Network path |
Server respawn |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not fully inventoried beyond event presence |
| Resource source |
Requires Runtime Inspection |
| Cost mutation |
Requires Runtime Inspection |
| Gameplay output |
Respawn pawn/location |
| Authority location |
Server |
| Animation dependency |
Not applicable |
| Cleanup/end behavior |
HUD re-init expected via Possessed delay path |
| Connected assets |
BP_PlayerCharacterBase; PC_Character |
| Deprecated dependencies |
Possible DEPRECATED HUD re-init |
| GAS interaction |
None observed |
| Known static defect |
Requires Runtime Inspection for attribute reset |
| Runtime question |
Requires Runtime Inspection — Overlay recreation after respawn |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A death + 2E HUD |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
Medium |
| Evidence source |
03 PC_Character; 08 Possessed; 11 |
S9 — Legacy resource validation
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase + children |
| Slot |
shared |
| Current status |
Deprecated but Connected |
| Exact entry point |
FCanUseMana; DEPRECATED_*ManaCost / Damage / Health comparisons |
| Parent behavior |
Inherited by children |
| Network path |
Server ability bodies |
| Reliability |
Not applicable |
| Validation |
Gate !CurrentlyAttacking && !IsDead; FCanUseMana (where wired) |
| Resource source |
DEPRECATED_* floats |
| Cost mutation |
Subtract/compare DEPRECATED mana/health |
| Gameplay output |
Gate ability execution |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
BP_PlayerCharacterBase variables |
| Deprecated dependencies |
All DEPRECATED_* resource vars |
| GAS interaction |
None observed — ASC not read |
| Known static defect |
Incomplete Refactor — dual with ASC |
| Runtime question |
Requires Runtime Inspection — potion ASC vs DEPRECATED combat |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A canonical SoT |
| Migration complexity |
Very High |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05 Resource inventory; 06 boundary |
S10 — Legacy HUD update
| Field |
Content |
| Character/system |
BP_PlayerCharacterBase → BPI_PlayerController |
| Slot |
HUD |
| Current status |
Present but Unconnected |
| Exact entry point |
Server_UpdateHUD → UpdatePlayerHUD |
| Parent behavior |
Base calls; Amazonian after damage |
| Network path |
Server → PC UpdatePlayerHUD |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
DEPRECATED health/mana % |
| Cost mutation |
None observed |
| Gameplay output |
Intended HUD refresh — receiver unimplemented |
| Authority location |
Server caller; PC receiver missing |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
BP_PlayerCharacterBase; BPI_PlayerController; PC_Character |
| Deprecated dependencies |
DEPRECATED health/mana |
| GAS interaction |
Conflicts with Overlay ASC path — no sync |
| Known static defect |
Incomplete Refactor — UpdatePlayerHUD bIsImplemented=false |
| Runtime question |
Requires Runtime Inspection — confirm no-op |
| Migration disposition |
Remove obsolete or dead path |
| Prerequisites |
2A SoT + Overlay consolidation |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05; 11; 03 |
S11 — AnimNotify UseAbility routing
| Field |
Content |
| Character/system |
Shared AN_Ability_001–004 |
| Slot |
shared |
| Current status |
Active |
| Exact entry point |
AN_Ability_00N Received_Notify → BPI UseAbility00N(GetOwner) |
| Parent behavior |
Not applicable |
| Network path |
Multicast montage → notify on evaluating machines → Authority Switch in UseAbility* |
| Reliability |
Not applicable (notify) |
| Validation |
Inside UseAbility* Authority gates |
| Resource source |
Per-ability DEPRECATED damage/heal |
| Cost mutation |
Per-ability |
| Gameplay output |
Damage / heal / spawn |
| Authority location |
Notify may fire multi-machine; gameplay Authority-gated |
| Animation dependency |
Montage embedded notifies |
| Cleanup/end behavior |
Paired with AN_AttackComplete |
| Connected assets |
/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_Ability_001–004 |
| Deprecated dependencies |
Per-ability DEPRECATED damage |
| GAS interaction |
None observed |
| Known static defect |
Networking Risk — server must evaluate montage notifies |
| Runtime question |
Requires Runtime Inspection — multi-machine duplicate fire |
| Migration disposition |
Replace directly with native/shared framework |
| Prerequisites |
2B hit-window contract |
| Migration complexity |
High |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
10 AnimNotify inventory; 05 Pass 8 note |
S12 — AN_AttackComplete cleanup
| Field |
Content |
| Character/system |
Shared AN_AttackComplete |
| Slot |
shared |
| Current status |
Active |
| Exact entry point |
AN_AttackComplete → BPI SetIsAttacking → Authority clears CurrentlyAttacking / CanMove |
| Parent behavior |
Not applicable |
| Network path |
Multicast montage notify → Authority SetIsAttacking |
| Reliability |
Not applicable |
| Validation |
Authority |
| Resource source |
Not applicable |
| Cost mutation |
Clears CurrentlyAttacking |
| Gameplay output |
Attack lockout release |
| Authority location |
Authority inside SetIsAttacking |
| Animation dependency |
Must fire at montage end notify |
| Cleanup/end behavior |
Primary cleanup for notify-driven attacks |
| Connected assets |
/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_AttackComplete |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
If interrupt skips notify, CurrentlyAttacking may stick (Inferred) |
| Runtime question |
Requires Runtime Inspection — interrupted montage cleanup |
| Migration disposition |
Replace directly with native/shared framework |
| Prerequisites |
2B interruption rules |
| Migration complexity |
Medium |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
10; 05 |
Player_Paladin
Path: /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin
P-001 — Ability 001
| Field |
Content |
| Character/system |
Paladin |
| Slot |
001 |
| Current status |
Implemented |
| Exact entry point |
Server_Ability_001_Begin; UseAbility001 via AN_Ability_001 |
| Parent behavior |
Bypassed (no Parent call) |
| Network path |
Client IA → Server Begin → Multicast_PlayMontage → AN_Ability_001 → Authority BoxOverlap ApplyDamage |
| Reliability |
Unknown — Tool Limitation |
| Validation |
NOT CurrentlyAttacking AND NOT IsDead |
| Resource source |
None (no mana cost) |
| Cost mutation |
None observed |
| Gameplay output |
ApplyDamage(DEPRECATED_Ability001Damage) |
| Authority location |
Server Begin; Authority UseAbility001 |
| Animation dependency |
Attack_A/B/C/D_Fast_Montage + AN_Ability_001 + AN_AttackComplete |
| Cleanup/end behavior |
AN_AttackComplete; no local End |
| Connected assets |
.../Paladin/AnimMontages/Attack_{A,B,C,D}_Fast_Montage; AN_Ability_001; AN_AttackComplete |
| Deprecated dependencies |
DEPRECATED_Ability001Damage |
| GAS interaction |
None observed |
| Known static defect |
No enemy health consumer (enemy-side defect); interrupt cleanup risk |
| Runtime question |
Requires Runtime Inspection — hit registration vs enemy |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
2A damage SoT; 2B framework; enemy reception for end-to-end |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Player_Paladin; 10 |
P-002 — Ability 002
| Field |
Content |
| Character/system |
Paladin |
| Slot |
002 |
| Current status |
Partial |
| Exact entry point |
Server_Ability_002_Begin; Server_Ability_002_End |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin (block state); End clears state |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate attacking/dead |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
IsBlocking true; ABP Block; hit absorb untraced |
| Authority location |
Server |
| Animation dependency |
ABP_Paladin Block via IsBlocking (no Montage) |
| Cleanup/end behavior |
Server_Ability_002_End clears attacking/CanMove/IsBlocking |
| Connected assets |
/Game/_Main/Animations/PlayerCharacters/Human/CharacterClasses/Paladin/ABP_Paladin |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed (State.Blocking tag unused) |
| Known static defect |
Partial — presentation only |
| Runtime question |
Requires Runtime Inspection — does block absorb damage? |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A damage rules; design for block absorb |
| Migration complexity |
High |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 Paladin Ability 002; 10 |
P-003 — Ability 003
| Field |
Content |
| Character/system |
Paladin |
| Slot |
003 |
| Current status |
Implemented |
| Exact entry point |
Server_Ability_003_Begin; Charge; Client_Charge; ChargeBox overlap |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → FCanUseMana → Charge + Client_Charge; ChargeBox Authority ApplyDamage |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate + FCanUseMana |
| Resource source |
DEPRECATED_Ability003ManaCost |
| Cost mutation |
FCanUseMana / DEPRECATED mana |
| Gameplay output |
ApplyDamage(DEPRECATED_Ability003Damage) via ChargeBox |
| Authority location |
Server + Client_Charge presentation |
| Animation dependency |
ChargeTimeline (not Montage); ABP Charge via IsCharging |
| Cleanup/end behavior |
Not notify-driven; timeline/end path |
| Connected assets |
Player_Paladin Charge nodes; ABP_Paladin |
| Deprecated dependencies |
DEPRECATED_Ability003ManaCost; DEPRECATED_Ability003Damage |
| GAS interaction |
None observed |
| Known static defect |
Client_Charge numeric details Unknown — Tool Limitation |
| Runtime question |
Requires Runtime Inspection — charge distance/damage timing |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
2A mana SoT; 2B |
| Migration complexity |
High |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Paladin Ability 003 |
P-004 — Ability 004
| Field |
Content |
| Character/system |
Paladin |
| Slot |
004 |
| Current status |
Implemented |
| Exact entry point |
Server_Ability_004_Begin; UseAbility004 via AN_Ability_004 |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → FCanUseMana → Multicast_PlayMontage → AN → Authority AoE |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate + FCanUseMana |
| Resource source |
DEPRECATED_Ability004ManaCost |
| Cost mutation |
FCanUseMana |
| Gameplay output |
Authority AoE ApplyDamage(DEPRECATED_Ability004Damage); empty particle |
| Authority location |
Server Begin; Authority UseAbility004 |
| Animation dependency |
Paladin_Ability004_Montage; AN_Ability_004; AN_AttackComplete; NS_Paladin_Ability004 may exist on montage |
| Cleanup/end behavior |
AN_AttackComplete |
| Connected assets |
.../Paladin/AnimMontages/Abilities/Paladin_Ability004_Montage |
| Deprecated dependencies |
DEPRECATED_Ability004ManaCost; DEPRECATED_Ability004Damage |
| GAS interaction |
None observed |
| Known static defect |
Multi_SpawnParticle EmitterTemplate empty (FX hole) |
| Runtime question |
Requires Runtime Inspection — AoE radius/damage |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
2A; 2B; optional FX fill |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Paladin Ability 004; 10 |
P-melee — Basic attack
| Field |
Content |
| Character/system |
Paladin |
| Slot |
melee |
| Current status |
Implemented |
| Exact entry point |
Same as Ability 001 |
| Parent behavior |
Bypassed |
| Network path |
Same as Ability 001 |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Same as Ability 001 |
| Resource source |
None |
| Cost mutation |
None observed |
| Gameplay output |
Same as Ability 001 |
| Authority location |
Same as Ability 001 |
| Animation dependency |
Same as Ability 001 |
| Cleanup/end behavior |
Same as Ability 001 |
| Connected assets |
Same as Ability 001 |
| Deprecated dependencies |
DEPRECATED_Ability001Damage |
| GAS interaction |
None observed |
| Known static defect |
Same as Ability 001 |
| Runtime question |
Same as Ability 001 |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
Same as Ability 001 |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Basic attack =001 |
P-passive — Passive
| Field |
Content |
| Character/system |
Paladin |
| Slot |
passive |
| Current status |
Missing |
| Exact entry point |
None observed |
| Parent behavior |
Not applicable |
| Network path |
Not applicable |
| Reliability |
Not applicable |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
None observed |
| Authority location |
Not applicable |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
None observed |
| Runtime question |
Not applicable |
| Migration disposition |
Defer pending design decision |
| Prerequisites |
Design decision |
| Migration complexity |
Low |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 Passive Missing |
P-death — Death
| Field |
Content |
| Character/system |
Paladin |
| Slot |
death |
| Current status |
Inherited |
| Exact entry point |
Inherited PlayerDeath (no local AnyDamage) |
| Parent behavior |
Inherited |
| Network path |
Base death path |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Base |
| Resource source |
DEPRECATED health if damaged via shared path |
| Cost mutation |
Base |
| Gameplay output |
Base death |
| Authority location |
Server |
| Animation dependency |
ABP_Paladin Death |
| Cleanup/end behavior |
Base respawn |
| Connected assets |
ABP_Paladin |
| Deprecated dependencies |
Possible DEPRECATED health |
| GAS interaction |
None observed |
| Known static defect |
Dual health SoT |
| Runtime question |
Requires Runtime Inspection — how Paladin takes lethal damage |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
Medium |
| Evidence source |
05 Death Inherited |
P-HUD — HUD/resource integration
| Field |
Content |
| Character/system |
Paladin |
| Slot |
HUD |
| Current status |
Inherited |
| Exact entry point |
Inherited Server_UpdateHUD; native InitOverlay |
| Parent behavior |
Inherited |
| Network path |
Base DEPRECATED path + ASC Overlay |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
DEPRECATED floats + ASC attrs |
| Cost mutation |
None observed |
| Gameplay output |
Dual unsynchronized UI paths |
| Authority location |
Mixed |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
WBP_Overlay; WBP_PlayerHUD |
| Deprecated dependencies |
DEPRECATED health/mana |
| GAS interaction |
Overlay ASC only |
| Known static defect |
Dual HUD Incomplete Refactor |
| Runtime question |
Requires Runtime Inspection — Overlay vs combat resources |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A; 2E HUD |
| Migration complexity |
High |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05; 06; 11 |
Player_Amazonian
Path: /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Amazonian/Player_Amazonian
A-001 — Ability 001
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
001 |
| Current status |
Implemented |
| Exact entry point |
Server_Ability_001_Begin; UseAbility001 via AN_Ability_001 |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → Multicast_PlayMontage → AN → Authority BoxOverlap ApplyDamage |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate attacking/dead |
| Resource source |
None |
| Cost mutation |
None observed |
| Gameplay output |
ApplyDamage(DEPRECATED_Ability001Damage) |
| Authority location |
Server Begin; Authority UseAbility001 |
| Animation dependency |
A_Hu_F_Combat_2H_Attack* montages; AN_Ability_001; AN_AttackComplete |
| Cleanup/end behavior |
AN_AttackComplete |
| Connected assets |
.../Amazon/AnimMontages/A_Hu_F_Combat_2H_Attack01_Montage (+ Attack02, Attack_Base, Attack) |
| Deprecated dependencies |
DEPRECATED_Ability001Damage |
| GAS interaction |
None observed |
| Known static defect |
Interrupt cleanup risk; enemy reception missing for end-to-end |
| Runtime question |
Observed Runtime Behavior: known working melee — preserve as reference |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
2A; 2B — use as Phase 2C reference |
| Migration complexity |
Medium |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05 Amazonian; 08 Observed Runtime Behavior |
A-002 — Ability 002
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
002 |
| Current status |
Stub |
| Exact entry point |
Inherited Server_Ability_002_Begin |
| Parent behavior |
Inherited stub |
| Network path |
Client IA → Server PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Stub |
| Runtime question |
Not applicable |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
2B; design decision for slot content |
| Migration complexity |
Low |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 Amazonian 002–004 Stub |
A-003 — Ability 003
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
003 |
| Current status |
Stub |
| Exact entry point |
Inherited Server_Ability_003_Begin |
| Parent behavior |
Inherited stub |
| Network path |
Client IA → Server PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Stub; PerformingWhirlwind may have been intended (Present but Unconnected) |
| Runtime question |
Defer pending design decision — whirlwind intent |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
2B; design for whirlwind |
| Migration complexity |
Low |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05; whirlwind note |
A-004 — Ability 004
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
004 |
| Current status |
Stub |
| Exact entry point |
Inherited Server_Ability_004_Begin |
| Parent behavior |
Inherited stub |
| Network path |
Client IA → Server PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Stub |
| Runtime question |
Not applicable |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
2B; design decision |
| Migration complexity |
Low |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 Amazonian Stub |
A-melee — Basic attack
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
melee |
| Current status |
Implemented |
| Exact entry point |
Same as Ability 001 |
| Parent behavior |
Bypassed |
| Network path |
Same as Ability 001 |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Same as Ability 001 |
| Resource source |
None |
| Cost mutation |
None observed |
| Gameplay output |
Same as Ability 001 |
| Authority location |
Same as Ability 001 |
| Animation dependency |
Same as Ability 001 |
| Cleanup/end behavior |
Same as Ability 001 |
| Connected assets |
Same as Ability 001 |
| Deprecated dependencies |
DEPRECATED_Ability001Damage |
| GAS interaction |
None observed |
| Known static defect |
Same as Ability 001 |
| Runtime question |
Observed Runtime Behavior: known working |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
Same as Ability 001 |
| Migration complexity |
Medium |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05; 08 |
A-passive — Passive / Whirlwind
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
passive |
| Current status |
Partial |
| Exact entry point |
PerformingWhirlwind Get (AnyDamage gate); never Set |
| Parent behavior |
Not applicable |
| Network path |
None observed for activation |
| Reliability |
Not applicable |
| Validation |
PlayerHitCheck when whirlwind (getter only) |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
None observed (setter unconnected) |
| Authority location |
Unknown — never activated |
| Animation dependency |
Not in AnimBP/montages |
| Cleanup/end behavior |
Missing |
| Connected assets |
Player_Amazonian variable only |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Present but Unconnected setter |
| Runtime question |
Defer pending design decision |
| Migration disposition |
Defer pending design decision |
| Prerequisites |
Design; then reconstruct or remove |
| Migration complexity |
Medium |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 Whirlwind; 10 |
A-death — Death
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
death |
| Current status |
Partial |
| Exact entry point |
ReceiveAnyDamage → subtract DEPRECATED_CurrentHealth → Server_UpdateHUD → PlayerDeath if ≤0 |
| Parent behavior |
Local override path to base PlayerDeath |
| Network path |
Damage → local health → PlayerDeath |
| Reliability |
Unknown — Tool Limitation |
| Validation |
PlayerHitCheck when whirlwind |
| Resource source |
DEPRECATED_CurrentHealth |
| Cost mutation |
Writes DEPRECATED_CurrentHealth |
| Gameplay output |
Death when ≤0 |
| Authority location |
Server/local AnyDamage path |
| Animation dependency |
ABP_Amazon Death |
| Cleanup/end behavior |
Base |
| Connected assets |
Player_Amazonian ReceiveAnyDamage; ABP_Amazon |
| Deprecated dependencies |
DEPRECATED_CurrentHealth |
| GAS interaction |
None observed — ASC Health unsynced |
| Known static defect |
Partial legacy health; dual SoT |
| Runtime question |
Requires Runtime Inspection — ASC vs DEPRECATED death |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A SoT |
| Migration complexity |
High |
| Priority |
P0 |
| Evidence confidence |
High |
| Evidence source |
05 Amazonian Death |
A-HUD — HUD/resource integration
| Field |
Content |
| Character/system |
Amazonian |
| Slot |
HUD |
| Current status |
Active |
| Exact entry point |
Server_UpdateHUD after damage; native InitOverlay |
| Parent behavior |
Calls shared base HUD |
| Network path |
Server_UpdateHUD (receiver unimplemented) + Overlay |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
DEPRECATED health + ASC |
| Cost mutation |
None observed |
| Gameplay output |
Dual path; legacy receiver dead |
| Authority location |
Mixed |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
WBP_Overlay; base HUD |
| Deprecated dependencies |
DEPRECATED_CurrentHealth |
| GAS interaction |
Overlay ASC |
| Known static defect |
UpdatePlayerHUD unimplemented |
| Runtime question |
Requires Runtime Inspection |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A; 2E |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Amazonian HUD Active; 11 |
Player_Cleric
Path: /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Cleric/Player_Cleric
C-001 — Ability 001
| Field |
Content |
| Character/system |
Cleric |
| Slot |
001 |
| Current status |
Partial |
| Exact entry point |
Server_Ability_001_Begin; AN_Ability_001 → UseAbility001 unimplemented |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → Multicast_PlayMontage → AN (dead receiver) |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate attacking/dead; CanMove false |
| Resource source |
None |
| Cost mutation |
None observed |
| Gameplay output |
Montage only — no hit |
| Authority location |
Server Begin |
| Animation dependency |
Cleric_PrimaryAttack_* montages; AN_Ability_001; AN_AttackComplete |
| Cleanup/end behavior |
AN_AttackComplete still clears attacking |
| Connected assets |
Cleric primary attack montages; AN_Ability_001 |
| Deprecated dependencies |
None for damage (missing) |
| GAS interaction |
None observed |
| Known static defect |
Notify Present; Receiver Unimplemented |
| Runtime question |
Requires Runtime Inspection — montage-only feel |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
Implement UseAbility001 or redesign; 2B |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Cleric Ability 001; 10 |
C-002 — Ability 002
| Field |
Content |
| Character/system |
Cleric |
| Slot |
002 |
| Current status |
Partial |
| Exact entry point |
Server_Ability_002_Begin; UseAbility002 via AN_Ability_002 |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → FCanUseMana → Multicast → AN → Authority heal |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate + FCanUseMana |
| Resource source |
DEPRECATED_Ability002ManaCost |
| Cost mutation |
FCanUseMana |
| Gameplay output |
RecoverPlayerHealth(DEPRECATED_Ability002Damage as heal amount); empty particle |
| Authority location |
Authority UseAbility002 |
| Animation dependency |
Cleric_Ability002_Montage; AN_Ability_002; AN_AttackComplete |
| Cleanup/end behavior |
AN_AttackComplete |
| Connected assets |
.../Cleric/AnimMontages/Abilities/Cleric_Ability002_Montage |
| Deprecated dependencies |
DEPRECATED_Ability002ManaCost; DEPRECATED_Ability002Damage; DEPRECATED_RecoverPlayerHealth |
| GAS interaction |
None observed |
| Known static defect |
FX hole (empty particle) |
| Runtime question |
Requires Runtime Inspection — heal amount / target |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A heal SoT; 2B |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Cleric Ability 002 |
C-003 — Ability 003
| Field |
Content |
| Character/system |
Cleric |
| Slot |
003 |
| Current status |
Implemented |
| Exact entry point |
Server_Ability_003_Begin/End; ConcentrateHandle; EndConcentrate |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → mana≥cost → DivineCircleActive + SetTimer 0.25 ConcentrateHandle → ApplyDamage; End → EndConcentrate |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Mana≥cost |
| Resource source |
DEPRECATED_Ability003ManaCost |
| Cost mutation |
Mana compare/cost |
| Gameplay output |
ApplyDamage in timer; ABP Divine Circle |
| Authority location |
Server timer |
| Animation dependency |
Cleric_Ability003_Montage (timer byproduct); ABP Divine Circle; AN_Ability_003 vestigial |
| Cleanup/end behavior |
Server_Ability_003_End → EndConcentrate |
| Connected assets |
Cleric_Ability003_Montage; ABP_Cleric |
| Deprecated dependencies |
DEPRECATED_Ability003ManaCost; damage vars |
| GAS interaction |
None observed |
| Known static defect |
AN_Ability_003 → UseAbility003 dead/vestigial |
| Runtime question |
Requires Runtime Inspection — tick damage rate |
| Migration disposition |
Preserve behavior, migrate implementation |
| Prerequisites |
2A; 2B; remove vestigial notify or wire intentionally |
| Migration complexity |
High |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Cleric Ability 003; 10 |
C-004 — Ability 004
| Field |
Content |
| Character/system |
Cleric |
| Slot |
004 |
| Current status |
Partial |
| Exact entry point |
Server_Ability_004_Begin; UseAbility004 via AN_Ability_004 |
| Parent behavior |
Bypassed |
| Network path |
Client IA → Server Begin → FCanUseMana called but Branch Condition=literal true → Multicast → AN → SpawnActor |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Gate; mana bypassed |
| Resource source |
DEPRECATED_Ability004ManaCost unused |
| Cost mutation |
Bypassed (literal true) |
| Gameplay output |
SpawnActor Class empty — broken |
| Authority location |
Authority UseAbility004 |
| Animation dependency |
Cleric_Ability004_Montage; AN_Ability_004; AN_AttackComplete |
| Cleanup/end behavior |
AN_AttackComplete |
| Connected assets |
Cleric_Ability004_Montage |
| Deprecated dependencies |
DEPRECATED_Ability004ManaCost unused |
| GAS interaction |
None observed |
| Known static defect |
Existing Baseline Defect — mana bypass + empty SpawnActor |
| Runtime question |
Requires Runtime Inspection — confirms no projectile |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
Design projectile class; fix mana gate; 2B |
| Migration complexity |
High |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Cleric Ability 004 |
C-melee — Basic attack
| Field |
Content |
| Character/system |
Cleric |
| Slot |
melee |
| Current status |
Partial |
| Exact entry point |
Ability 001 montage path |
| Parent behavior |
Bypassed |
| Network path |
Same as Ability 001 |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Same as Ability 001 |
| Resource source |
None |
| Cost mutation |
None observed |
| Gameplay output |
Missing hit |
| Authority location |
Server Begin only |
| Animation dependency |
PrimaryAttack montages |
| Cleanup/end behavior |
AN_AttackComplete |
| Connected assets |
Cleric_PrimaryAttack_* |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Same as Ability 001 |
| Runtime question |
Requires Runtime Inspection |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
Same as Ability 001 |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05 Basic attack Partial |
C-passive — Passive
| Field |
Content |
| Character/system |
Cleric |
| Slot |
passive |
| Current status |
Missing |
| Exact entry point |
None observed |
| Parent behavior |
Not applicable |
| Network path |
Not applicable |
| Reliability |
Not applicable |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
None observed |
| Authority location |
Not applicable |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
Unused locals EnemyFound/ClosestEnemy/IsBlocking declared |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Unused locals (Technical Debt) |
| Runtime question |
Not applicable |
| Migration disposition |
Defer pending design decision |
| Prerequisites |
Design |
| Migration complexity |
Low |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 Passive Missing |
C-death — Death
| Field |
Content |
| Character/system |
Cleric |
| Slot |
death |
| Current status |
Inherited |
| Exact entry point |
Inherited PlayerDeath |
| Parent behavior |
Inherited |
| Network path |
Base |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Base |
| Resource source |
Base DEPRECATED/ASC dual |
| Cost mutation |
Base |
| Gameplay output |
Base death |
| Authority location |
Server |
| Animation dependency |
ABP_Cleric Death |
| Cleanup/end behavior |
Base |
| Connected assets |
ABP_Cleric |
| Deprecated dependencies |
Possible DEPRECATED health |
| GAS interaction |
None observed |
| Known static defect |
Dual SoT |
| Runtime question |
Requires Runtime Inspection |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A |
| Migration complexity |
Medium |
| Priority |
P1 |
| Evidence confidence |
Medium |
| Evidence source |
05 Death Inherited |
C-HUD — HUD/resource integration
| Field |
Content |
| Character/system |
Cleric |
| Slot |
HUD |
| Current status |
Inherited |
| Exact entry point |
Inherited Server_UpdateHUD; InitOverlay |
| Parent behavior |
Inherited |
| Network path |
Dual path |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
DEPRECATED + ASC |
| Cost mutation |
None observed |
| Gameplay output |
Dual unsynchronized |
| Authority location |
Mixed |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
WBP_Overlay; GE_Cleric_DefaultAttributes 0 referencers |
| Deprecated dependencies |
DEPRECATED mana/health |
| GAS interaction |
Overlay ASC; orphan GE |
| Known static defect |
Dual HUD; orphan default GE |
| Runtime question |
Requires Runtime Inspection |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A; 2E |
| Migration complexity |
High |
| Priority |
P1 |
| Evidence confidence |
High |
| Evidence source |
05; 06; 11 |
Player_Wizard
Path: /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Wizard/Player_Wizard
W-001 through W-004 — Abilities (identical stub profile)
| Field |
Content |
| Character/system |
Wizard |
| Slot |
001 / 002 / 003 / 004 (same) |
| Current status |
Stub |
| Exact entry point |
Inherited Server_Ability_*_Begin only |
| Parent behavior |
Inherited |
| Network path |
Client IA → Server PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed (no Wizard ability montages) |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
None for abilities; Present but Unconnected: NS_Wizard_Ability001, GE_Wizard_DefaultAttributes, BP_PlayerProjectile |
| Deprecated dependencies |
None in ability graphs |
| GAS interaction |
None observed (orphan GE not applied) |
| Known static defect |
No Server_Ability child implementations |
| Runtime question |
Defer pending design decision — do not infer from orphans |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
2B; design decision for spell kit |
| Migration complexity |
High |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 Player_Wizard |
W-melee — Basic attack
| Field |
Content |
| Character/system |
Wizard |
| Slot |
melee |
| Current status |
Stub |
| Exact entry point |
Inherited Ability 001 stub |
| Parent behavior |
Inherited |
| Network path |
PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Stub |
| Runtime question |
Not applicable |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
2B; design |
| Migration complexity |
Medium |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 |
W-passive — Passive
| Field |
Content |
| Character/system |
Wizard |
| Slot |
passive |
| Current status |
Missing |
| Exact entry point |
None observed |
| Parent behavior |
Not applicable |
| Network path |
Not applicable |
| Reliability |
Not applicable |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
None observed |
| Authority location |
Not applicable |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
Unused locals EnemyFound, IsBlocking, ClosestEnemy |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Unused locals |
| Runtime question |
Not applicable |
| Migration disposition |
Defer pending design decision |
| Prerequisites |
Design |
| Migration complexity |
Low |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 |
W-death — Death
| Field |
Content |
| Character/system |
Wizard |
| Slot |
death |
| Current status |
Inherited |
| Exact entry point |
Inherited PlayerDeath; BeginPlay no Parent (skips InitialSpawnLocation) |
| Parent behavior |
Tick/Overlap call Parent; BeginPlay bypasses |
| Network path |
Base |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Base |
| Resource source |
Base |
| Cost mutation |
Base |
| Gameplay output |
Base death |
| Authority location |
Server |
| Animation dependency |
ABP_Wizard Death |
| Cleanup/end behavior |
Base |
| Connected assets |
ABP_Wizard |
| Deprecated dependencies |
Possible DEPRECATED health |
| GAS interaction |
None observed |
| Known static defect |
BeginPlay skips Parent InitialSpawnLocation |
| Runtime question |
Requires Runtime Inspection — respawn location |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A; fix BeginPlay Parent call |
| Migration complexity |
Medium |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05; 08 Wizard BeginPlay |
W-HUD — HUD/resource integration
| Field |
Content |
| Character/system |
Wizard |
| Slot |
HUD |
| Current status |
Inherited |
| Exact entry point |
Inherited dual HUD |
| Parent behavior |
Inherited |
| Network path |
Dual path |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
DEPRECATED + ASC |
| Cost mutation |
None observed |
| Gameplay output |
Dual unsynchronized |
| Authority location |
Mixed |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
WBP_Overlay; GE_Wizard_DefaultAttributes unreferenced |
| Deprecated dependencies |
DEPRECATED floats |
| GAS interaction |
Overlay ASC |
| Known static defect |
Dual HUD; orphan GE |
| Runtime question |
Requires Runtime Inspection |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A; 2E |
| Migration complexity |
Medium |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05; 06 |
W-orphans — Unconnected spell content (not ability slots)
| Field |
Content |
| Character/system |
Wizard |
| Slot |
shared (orphans) |
| Current status |
Present but Unconnected |
| Exact entry point |
None observed |
| Parent behavior |
Not applicable |
| Network path |
Not applicable |
| Reliability |
Not applicable |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
None observed |
| Authority location |
Not applicable |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
NS_Wizard_Ability001; GE_Wizard_DefaultAttributes; BP_PlayerProjectile |
| Deprecated dependencies |
None observed |
| GAS interaction |
Orphan GE Present but Unreferenced |
| Known static defect |
Must not define final ability from these alone |
| Runtime question |
Defer pending design decision |
| Migration disposition |
Defer pending design decision |
| Prerequisites |
Design review |
| Migration complexity |
Medium |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 Unwired assets |
Player_Gunslinger
Path: /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Gunslinger/Player_Gunslinger
G-001 through G-004 — Abilities
| Field |
Content |
| Character/system |
Gunslinger |
| Slot |
001 / 002 / 003 / 004 (same) |
| Current status |
Stub |
| Exact entry point |
Inherited Server_Ability_*_Begin |
| Parent behavior |
Inherited; BeginPlay/Tick/Overlap call Parent |
| Network path |
Client IA → Server PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed (no AnimBP) |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
IsDataOnly=True; deps = base only |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed; no GE_Gunslinger |
| Known static defect |
Data-only; missing from character select |
| Runtime question |
Not applicable until selectable |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
Char-select entry (2E); 2B framework; design kit |
| Migration complexity |
Very High |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 Gunslinger; 08; 11 |
G-melee — Basic attack
| Field |
Content |
| Character/system |
Gunslinger |
| Slot |
melee |
| Current status |
Stub |
| Exact entry point |
Inherited stub |
| Parent behavior |
Inherited |
| Network path |
PrintString |
| Reliability |
Unknown — Tool Limitation |
| Validation |
None observed |
| Resource source |
None observed |
| Cost mutation |
None observed |
| Gameplay output |
PrintString only |
| Authority location |
Server |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Base empty End |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
Stub |
| Runtime question |
Not applicable |
| Migration disposition |
Replace directly with GAS |
| Prerequisites |
Design; 2B |
| Migration complexity |
High |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05 |
G-passive — Passive
| Field |
Content |
| Character/system |
Gunslinger |
| Slot |
passive |
| Current status |
Missing |
| Exact entry point |
None observed |
| Parent behavior |
Not applicable |
| Network path |
Not applicable |
| Reliability |
Not applicable |
| Validation |
Not applicable |
| Resource source |
Not applicable |
| Cost mutation |
None observed |
| Gameplay output |
None observed |
| Authority location |
Not applicable |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
None observed |
| Deprecated dependencies |
None observed |
| GAS interaction |
None observed |
| Known static defect |
None observed |
| Runtime question |
Not applicable |
| Migration disposition |
Defer pending design decision |
| Prerequisites |
Design |
| Migration complexity |
Low |
| Priority |
P3 |
| Evidence confidence |
High |
| Evidence source |
05 |
G-death — Death
| Field |
Content |
| Character/system |
Gunslinger |
| Slot |
death |
| Current status |
Inherited |
| Exact entry point |
Inherited PlayerDeath |
| Parent behavior |
Inherited (Parent called on BeginPlay) |
| Network path |
Base |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Base |
| Resource source |
Base |
| Cost mutation |
Base |
| Gameplay output |
Base death |
| Authority location |
Server |
| Animation dependency |
Inherited base only (no AnimBP) |
| Cleanup/end behavior |
Base |
| Connected assets |
None character-specific |
| Deprecated dependencies |
Possible DEPRECATED health |
| GAS interaction |
None observed |
| Known static defect |
No AnimBP death presentation |
| Runtime question |
Requires Runtime Inspection if ever playable |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A; AnimBP creation |
| Migration complexity |
High |
| Priority |
P2 |
| Evidence confidence |
Medium |
| Evidence source |
05; 10 Gunslinger none |
G-HUD — HUD/resource integration
| Field |
Content |
| Character/system |
Gunslinger |
| Slot |
HUD |
| Current status |
Inherited |
| Exact entry point |
Inherited dual HUD |
| Parent behavior |
Inherited |
| Network path |
Dual path |
| Reliability |
Unknown — Tool Limitation |
| Validation |
Not applicable |
| Resource source |
DEPRECATED + ASC |
| Cost mutation |
None observed |
| Gameplay output |
Dual unsynchronized |
| Authority location |
Mixed |
| Animation dependency |
None observed |
| Cleanup/end behavior |
Not applicable |
| Connected assets |
WBP_Overlay; no GE_Gunslinger |
| Deprecated dependencies |
DEPRECATED floats |
| GAS interaction |
Overlay ASC; Missing default GE |
| Known static defect |
No GE_Gunslinger; not in select UI |
| Runtime question |
Requires Runtime Inspection if selectable |
| Migration disposition |
Reconstruct legacy behavior first, then migrate |
| Prerequisites |
2A defaults; 2E select UI |
| Migration complexity |
Medium |
| Priority |
P2 |
| Evidence confidence |
High |
| Evidence source |
05; 06; 11 |
Character reconstruction order (Phase 2C)
Evidence supports: Amazonian Ability 001 → Paladin → Cleric → Wizard → Gunslinger.
| Order |
Why |
| 1 Amazonian 001 |
Observed Runtime Behavior reference; simplest Implemented melee |
| 2 Paladin |
Largest Implemented set to preserve |
| 3 Cleric |
Richest surface + known defects; reconstruct before migrate |
| 4 Wizard |
Stubs + design-gated orphans |
| 5 Gunslinger |
Data-only + missing select UI |
Shared-framework migration disposition summary
| Concern |
Disposition |
| Input → activation |
Replace directly with native/shared framework |
| Cost / cooldown / targeting |
Replace directly with native/shared framework (then GAS) |
| Multicast-driven gameplay |
Replace directly with native/shared framework |
| AnimNotify hit timing |
Preserve behavior references; migrate off cosmetic multicast evaluation |
| Dual resources |
Reconstruct SoT first (2A) |
| Legacy HUD |
Remove obsolete or dead path after Overlay consolidation |
| PrintString stubs |
Replace directly with GAS |
| Cosmetic SFX/VFX helpers |
Retain as cosmetic-only path |
Cross-links