Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff. Co-authored-by: Cursor <cursoragent@cursor.com>
1519 lines
59 KiB
Markdown
1519 lines
59 KiB
Markdown
# 07 — Ability Migration Matrix
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**Status: Complete**
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- **Scope:** Final per-character and shared-system ability migration matrix for Phase 1 → Phase 2 handoff. Documentation only.
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- **Inspection method:** Synthesis of docs `05`, `08`, `10`, `06`, `03`, `11`, `01`. No new Unreal archaeology except continuity.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **Tool or visibility limitations:** CustomEvent Reliability = Unknown — Tool Limitation; notify trigger times = Requires Manual Editor Inspection.
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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
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- **Next pass expected to contribute:** Phase 2A/2B when authorized
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---
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## Disposition vocabulary (only)
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- Preserve behavior, migrate implementation
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- Reconstruct legacy behavior first, then migrate
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- Replace directly with GAS
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- Replace directly with native/shared framework
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- Retain as cosmetic-only path
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- Remove obsolete or dead path
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- Defer pending runtime validation
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- Defer pending design decision
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---
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## How to read rows
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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`.
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**Network path shorthand:** `Client IA → Server_Ability_*_Begin → [child] → Multicast_PlayMontage → AN → Authority UseAbility* / SetIsAttacking`.
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**Shared parent path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase`
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---
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## Shared systems
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### S1 — BP_PlayerCharacterBase input routing
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | shared |
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| Current status | Active |
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| Exact entry point | IA_Ability_001–004 Started → Server_Ability_N_Begin; Completed/Canceled → Server_Ability_N_End |
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| Parent behavior | Not applicable (root BP of playables) |
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| Network path | Client Enhanced Input → Server custom events |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Not applicable at routing layer |
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| Resource source | Not applicable |
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| Cost mutation | None observed |
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| Gameplay output | Routes to Begin/End only |
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| Authority location | Server (Begin/End events) |
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| Animation dependency | None observed at routing layer |
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| Cleanup/end behavior | End events exist; base bodies empty |
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| Connected assets | `/Game/_Main/Blueprints/Player/Inputs/` IMC/IA deps on base |
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| Deprecated dependencies | None observed at routing layer |
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| GAS interaction | None observed |
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| Known static defect | None at routing; Ends mostly empty (Incomplete Refactor) |
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| Runtime question | Requires Runtime Inspection — input binding completeness per class |
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| Migration disposition | Replace directly with native/shared framework |
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| Prerequisites | Phase 2A SoT; 2B activation contract |
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| Migration complexity | Medium |
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| Priority | P0 |
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| Evidence confidence | High |
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| Evidence source | 05 Shared architecture; 08 Ability flow |
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### S2 — Base Ability 001–004 Begin stubs
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | 001–004 Begin |
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| Current status | Stub |
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| Exact entry point | Server_Ability_001–004_Begin |
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| Parent behavior | Not applicable |
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| Network path | Client IA → Server Begin → PrintString `"Override Ability N"` |
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| Reliability | Unknown — Tool Limitation |
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| Validation | None observed |
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| Resource source | None observed |
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| Cost mutation | None observed |
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| Gameplay output | PrintString only |
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| Authority location | Server |
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| Animation dependency | None observed |
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| Cleanup/end behavior | Not applicable |
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| Connected assets | BP_PlayerCharacterBase EventGraph |
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| Deprecated dependencies | None observed |
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| GAS interaction | None observed |
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| Known static defect | Stub used by Wizard/Gunslinger/Amazonian 002–004 |
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| Runtime question | Not applicable |
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| Migration disposition | Replace directly with GAS |
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| Prerequisites | 2B shared activation |
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| Migration complexity | Low |
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| Priority | P1 |
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| Evidence confidence | High |
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| Evidence source | 05 Shared architecture |
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### S3 — Base Ability 001–004 End stubs
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | 001–004 End |
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| Current status | Stub |
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| Exact entry point | Server_Ability_001–004_End |
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| Parent behavior | Not applicable |
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| Network path | Client IA Completed/Canceled → Server End → then unconnected |
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| Reliability | Unknown — Tool Limitation |
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| Validation | None observed |
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| Resource source | None observed |
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| Cost mutation | None observed |
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| Gameplay output | None observed |
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| Authority location | Server |
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| Animation dependency | None observed |
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| Cleanup/end behavior | Missing (empty) |
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| Connected assets | BP_PlayerCharacterBase EventGraph |
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| Deprecated dependencies | None observed |
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| GAS interaction | None observed |
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| Known static defect | Incomplete Refactor — cleanup via AN_AttackComplete instead |
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| Runtime question | Requires Runtime Inspection — release-cancel mid-ability |
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| Migration disposition | Replace directly with native/shared framework |
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| Prerequisites | 2B cleanup contract |
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| Migration complexity | Medium |
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| Priority | P1 |
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| Evidence confidence | High |
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| Evidence source | 05 Shared architecture; 10 cleanup |
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### S4 — Multicast_PlayMontage
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | shared |
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| Current status | Active |
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| Exact entry point | Multicast_PlayMontage |
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| Parent behavior | Not applicable |
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| Network path | Server child → Multicast → PlayMontage on Mesh |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Not applicable |
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| Resource source | Not applicable |
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| Cost mutation | None observed |
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| Gameplay output | Montage playback; enables AnimNotifies |
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| Authority location | Multicast (presentation); gameplay via notify Authority gates |
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| Animation dependency | Caller-supplied montage asset |
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| Cleanup/end behavior | OnCompleted/OnBlendOut/OnInterrupted **unwired** |
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| Connected assets | BP_PlayerCharacterBase; character montages |
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| Deprecated dependencies | None observed |
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| GAS interaction | None observed |
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| Known static defect | Networking Risk — gameplay depends on notify evaluation; interrupt may skip AN_AttackComplete |
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| Runtime question | Requires Runtime Inspection — interrupt cleanup; server notify fire |
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| Migration disposition | Replace directly with native/shared framework |
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| Prerequisites | 2B authority/cleanup contracts |
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| Migration complexity | High |
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| Priority | P0 |
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| Evidence confidence | High |
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| Evidence source | 05; 10 Shared animation architecture |
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### S5 — PlaySFX
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | shared |
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| Current status | Active |
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| Exact entry point | Multicast_PlaySFX / PlaySFX helper |
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| Parent behavior | Not applicable |
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| Network path | Server/caller → Multicast SFX |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Not applicable |
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| Resource source | Not applicable |
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| Cost mutation | None observed |
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| Gameplay output | Audio presentation |
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| Authority location | Multicast / client presentation |
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| Animation dependency | None observed |
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| Cleanup/end behavior | Not applicable |
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| Connected assets | BP_PlayerCharacterBase |
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| Deprecated dependencies | None observed |
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| GAS interaction | None observed |
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| Known static defect | None observed |
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| Runtime question | Requires Runtime Inspection — audibility on clients |
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| Migration disposition | Retain as cosmetic-only path |
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| Prerequisites | None observed |
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| Migration complexity | Low |
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| Priority | P3 |
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| Evidence confidence | High |
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| Evidence source | 05 Shared architecture |
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### S6 — Multi_SpawnParticle
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | shared |
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| Current status | Partial |
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| Exact entry point | Multi_SpawnParticle |
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| Parent behavior | Not applicable |
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| Network path | Multicast particle spawn |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Not applicable |
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| Resource source | Not applicable |
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| Cost mutation | None observed |
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| Gameplay output | Particle presentation |
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| Authority location | Multicast |
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| Animation dependency | Optional with ability montages |
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| Cleanup/end behavior | Not applicable |
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| Connected assets | BP_PlayerCharacterBase; callers Paladin 004 / Cleric 002 with **empty EmitterTemplate** |
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| Deprecated dependencies | None observed |
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| GAS interaction | None observed |
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| Known static defect | Partially Implemented FX hole on Paladin 004 / Cleric 002 |
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| Runtime question | Requires Runtime Inspection — particle visibility |
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| Migration disposition | Retain as cosmetic-only path |
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| Prerequisites | Per-ability FX asset assignment |
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| Migration complexity | Low |
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| Priority | P3 |
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| Evidence confidence | High |
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| Evidence source | 05 Authority findings |
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### S7 — PlayerDeath
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase |
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| Slot | death |
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| Current status | Active |
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| Exact entry point | PlayerDeath; Client_PlayerDeath; HandleDeath |
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| Parent behavior | Not applicable |
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| Network path | Server death → Client_PlayerDeath presentation |
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| Reliability | Unknown — Tool Limitation |
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| Validation | IsDead / health checks (call-site dependent) |
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| Resource source | DEPRECATED health where callers write it (Amazonian AnyDamage) |
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| Cost mutation | Sets IsDead / death presentation |
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| Gameplay output | Death state; ABP IsDead → Death |
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| Authority location | Server + Client presentation |
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| Animation dependency | ABP Death states (per character) |
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| Cleanup/end behavior | Server_RespawnPlayer path exists |
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| Connected assets | BP_PlayerCharacterBase; character ABPs |
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| Deprecated dependencies | DEPRECATED_CurrentHealth (Amazonian inbound) |
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| GAS interaction | None observed (ASC Health not bridged) |
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| Known static defect | Incomplete Refactor — dual health sources |
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| Runtime question | Requires Runtime Inspection — death reachability vs ASC Health |
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| Migration disposition | Reconstruct legacy behavior first, then migrate |
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| Prerequisites | 2A shared death/damage SoT |
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| Migration complexity | High |
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| Priority | P0 |
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| Evidence confidence | High |
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| Evidence source | 05; 08; 06 |
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### S8 — Server_RespawnPlayer
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase / PC_Character |
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| Slot | death |
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| Current status | Active but Unverified |
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| Exact entry point | Server_RespawnPlayer; PlayerRespawn BPI |
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| Parent behavior | Not applicable |
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| Network path | Server respawn |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Not fully inventoried beyond event presence |
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| Resource source | Requires Runtime Inspection |
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| Cost mutation | Requires Runtime Inspection |
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| Gameplay output | Respawn pawn/location |
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| Authority location | Server |
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| Animation dependency | Not applicable |
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| Cleanup/end behavior | HUD re-init expected via Possessed delay path |
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| Connected assets | BP_PlayerCharacterBase; PC_Character |
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| Deprecated dependencies | Possible DEPRECATED HUD re-init |
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| GAS interaction | None observed |
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| Known static defect | Requires Runtime Inspection for attribute reset |
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| Runtime question | Requires Runtime Inspection — Overlay recreation after respawn |
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| Migration disposition | Reconstruct legacy behavior first, then migrate |
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| Prerequisites | 2A death + 2E HUD |
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| Migration complexity | Medium |
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| Priority | P1 |
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| Evidence confidence | Medium |
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| Evidence source | 03 PC_Character; 08 Possessed; 11 |
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### S9 — Legacy resource validation
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase + children |
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| Slot | shared |
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| Current status | Deprecated but Connected |
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| Exact entry point | FCanUseMana; DEPRECATED_*ManaCost / Damage / Health comparisons |
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| Parent behavior | Inherited by children |
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| Network path | Server ability bodies |
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| Reliability | Not applicable |
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| Validation | Gate !CurrentlyAttacking && !IsDead; FCanUseMana (where wired) |
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| Resource source | DEPRECATED_* floats |
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| Cost mutation | Subtract/compare DEPRECATED mana/health |
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| Gameplay output | Gate ability execution |
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| Authority location | Server |
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| Animation dependency | None observed |
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| Cleanup/end behavior | Not applicable |
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| Connected assets | BP_PlayerCharacterBase variables |
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| Deprecated dependencies | All DEPRECATED_* resource vars |
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| GAS interaction | None observed — ASC not read |
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| Known static defect | Incomplete Refactor — dual with ASC |
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| Runtime question | Requires Runtime Inspection — potion ASC vs DEPRECATED combat |
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| Migration disposition | Reconstruct legacy behavior first, then migrate |
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| Prerequisites | 2A canonical SoT |
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| Migration complexity | Very High |
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| Priority | P0 |
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| Evidence confidence | High |
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| Evidence source | 05 Resource inventory; 06 boundary |
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### S10 — Legacy HUD update
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| Field | Content |
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|-------|---------|
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| Character/system | BP_PlayerCharacterBase → BPI_PlayerController |
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| Slot | HUD |
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| Current status | Present but Unconnected |
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| Exact entry point | Server_UpdateHUD → UpdatePlayerHUD |
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| Parent behavior | Base calls; Amazonian after damage |
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| Network path | Server → PC UpdatePlayerHUD |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Not applicable |
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| Resource source | DEPRECATED health/mana % |
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| Cost mutation | None observed |
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| Gameplay output | Intended HUD refresh — **receiver unimplemented** |
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| Authority location | Server caller; PC receiver missing |
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| Animation dependency | None observed |
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| Cleanup/end behavior | Not applicable |
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| Connected assets | BP_PlayerCharacterBase; BPI_PlayerController; PC_Character |
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| Deprecated dependencies | DEPRECATED health/mana |
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| GAS interaction | Conflicts with Overlay ASC path — no sync |
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| Known static defect | Incomplete Refactor — UpdatePlayerHUD bIsImplemented=false |
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| Runtime question | Requires Runtime Inspection — confirm no-op |
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| Migration disposition | Remove obsolete or dead path |
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| Prerequisites | 2A SoT + Overlay consolidation |
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| Migration complexity | Medium |
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| Priority | P1 |
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| Evidence confidence | High |
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| Evidence source | 05; 11; 03 |
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### S11 — AnimNotify UseAbility routing
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| Field | Content |
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|-------|---------|
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| Character/system | Shared AN_Ability_001–004 |
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| Slot | shared |
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| Current status | Active |
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| Exact entry point | AN_Ability_00N Received_Notify → BPI UseAbility00N(GetOwner) |
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| Parent behavior | Not applicable |
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| Network path | Multicast montage → notify on evaluating machines → Authority Switch in UseAbility* |
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| Reliability | Not applicable (notify) |
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| Validation | Inside UseAbility* Authority gates |
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| Resource source | Per-ability DEPRECATED damage/heal |
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| Cost mutation | Per-ability |
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| Gameplay output | Damage / heal / spawn |
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| Authority location | Notify may fire multi-machine; gameplay Authority-gated |
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| Animation dependency | Montage embedded notifies |
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| Cleanup/end behavior | Paired with AN_AttackComplete |
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| Connected assets | `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_Ability_001`–`004` |
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| Deprecated dependencies | Per-ability DEPRECATED damage |
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| GAS interaction | None observed |
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| Known static defect | Networking Risk — server must evaluate montage notifies |
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| Runtime question | Requires Runtime Inspection — multi-machine duplicate fire |
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| Migration disposition | Replace directly with native/shared framework |
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| Prerequisites | 2B hit-window contract |
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| Migration complexity | High |
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| Priority | P0 |
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| Evidence confidence | High |
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| Evidence source | 10 AnimNotify inventory; 05 Pass 8 note |
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### S12 — AN_AttackComplete cleanup
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| Field | Content |
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|-------|---------|
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| Character/system | Shared AN_AttackComplete |
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| Slot | shared |
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| Current status | Active |
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| Exact entry point | AN_AttackComplete → BPI SetIsAttacking → Authority clears CurrentlyAttacking / CanMove |
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| Parent behavior | Not applicable |
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| Network path | Multicast montage notify → Authority SetIsAttacking |
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| Reliability | Not applicable |
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| Validation | Authority |
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| Resource source | Not applicable |
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| Cost mutation | Clears CurrentlyAttacking |
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| Gameplay output | Attack lockout release |
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| Authority location | Authority inside SetIsAttacking |
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| Animation dependency | Must fire at montage end notify |
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| Cleanup/end behavior | Primary cleanup for notify-driven attacks |
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| Connected assets | `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterRelated/AN_AttackComplete` |
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| Deprecated dependencies | None observed |
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| GAS interaction | None observed |
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| Known static defect | If interrupt skips notify, CurrentlyAttacking may stick (Inferred) |
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| Runtime question | Requires Runtime Inspection — interrupted montage cleanup |
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| Migration disposition | Replace directly with native/shared framework |
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| Prerequisites | 2B interruption rules |
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| Migration complexity | Medium |
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| Priority | P0 |
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| Evidence confidence | High |
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| Evidence source | 10; 05 |
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---
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## Player_Paladin
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**Path:** `/Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin`
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### P-001 — Ability 001
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| Field | Content |
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|-------|---------|
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| Character/system | Paladin |
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| Slot | 001 |
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| Current status | Implemented |
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| Exact entry point | Server_Ability_001_Begin; UseAbility001 via AN_Ability_001 |
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| Parent behavior | Bypassed (no Parent call) |
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| Network path | Client IA → Server Begin → Multicast_PlayMontage → AN_Ability_001 → Authority BoxOverlap ApplyDamage |
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| Reliability | Unknown — Tool Limitation |
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| Validation | NOT CurrentlyAttacking AND NOT IsDead |
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| Resource source | None (no mana cost) |
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| Cost mutation | None observed |
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| Gameplay output | ApplyDamage(DEPRECATED_Ability001Damage) |
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| Authority location | Server Begin; Authority UseAbility001 |
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| Animation dependency | Attack_A/B/C/D_Fast_Montage + AN_Ability_001 + AN_AttackComplete |
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| Cleanup/end behavior | AN_AttackComplete; no local End |
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| Connected assets | `.../Paladin/AnimMontages/Attack_{A,B,C,D}_Fast_Montage`; AN_Ability_001; AN_AttackComplete |
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| Deprecated dependencies | DEPRECATED_Ability001Damage |
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| GAS interaction | None observed |
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| Known static defect | No enemy health consumer (enemy-side defect); interrupt cleanup risk |
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| Runtime question | Requires Runtime Inspection — hit registration vs enemy |
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| Migration disposition | Preserve behavior, migrate implementation |
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| Prerequisites | 2A damage SoT; 2B framework; enemy reception for end-to-end |
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| Migration complexity | Medium |
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| Priority | P1 |
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| Evidence confidence | High |
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| Evidence source | 05 Player_Paladin; 10 |
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### P-002 — Ability 002
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| Field | Content |
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|-------|---------|
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| Character/system | Paladin |
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| Slot | 002 |
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| Current status | Partial |
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| Exact entry point | Server_Ability_002_Begin; Server_Ability_002_End |
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| Parent behavior | Bypassed |
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| Network path | Client IA → Server Begin (block state); End clears state |
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| Reliability | Unknown — Tool Limitation |
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| Validation | Gate attacking/dead |
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| Resource source | None observed |
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| Cost mutation | None observed |
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| Gameplay output | IsBlocking true; ABP Block; **hit absorb untraced** |
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| 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
|
||
|
||
- Executive summary: [`01-ExecutiveSummary.md`](01-ExecutiveSummary.md)
|
||
- Detailed ability graphs: [`05-LegacyAbilityArchitecture.md`](05-LegacyAbilityArchitecture.md)
|
||
- Animation: [`10-AnimationDependencies.md`](10-AnimationDependencies.md)
|
||
- GAS boundary: [`06-PartialGASArchitecture.md`](06-PartialGASArchitecture.md)
|
||
- Runtime plan: [`13-Unknowns-And-RuntimeQuestions.md`](13-Unknowns-And-RuntimeQuestions.md)
|