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realms-in-ruin-dev/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md
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tedwardsandCursor 53315574a4 Document Batch 4C Pass 9 enemy AI archaeology: missing chase and attack implementation.
Records empty enemy EventGraphs, stock AIController possession, orphan attack montage, and separates GetASC defect from chase/attack failure.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 21:46:08 -07:00

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13 — Unknowns and Runtime Questions

Status: Draft

  • Scope: Unresolved questions after Batches 13, Batch 4A4C (Passes 8, 7, 9).
  • Inspection method: Consolidation through Pass 9.
  • Evidence classifications used: Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
  • Tool or visibility limitations: Semantic Search unavailable; AnimGraph transition DSL empty; no PIE.
  • Last updated: 2026-07-16
  • Current phase: Phase 1 — Static Architecture
  • Last completed pass: Pass 9 (Batch 4C)
  • Next pass expected to contribute: Pass 4 / Pass 10 when authorized

Draft tracking

Completed sections

  • Batch 13 / Pass 7 / Pass 8 resolutions
  • Pass 9 resolutions: chase/attack Implementation Missing; empty enemy EventGraphs; stock AIController; no BT/BB/navmesh; orphan attack montage; ABP SetIsDead(false); GetASC not chase cause

Pending sections

  • Frontend/session (Pass 4)
  • Pickup deep graphs (Pass 10)
  • Runtime test procedures

Evidence still required

  • PIE possession / ApplyDamage feedback / Death state reachability
  • Notify trigger times (Manual Editor)

Resolved in Batch 4C (Pass 9)

Question Resolution Classification Doc
Where does chase/attack live? Nowhere connected — native + BP EventGraphs empty; BPI AddPlayerTarget/EnemyMeleeAttack unimplemented Implementation Missing 09
AIController? Stock /Script/AIModule.AIController; AutoPossessAI PlacedInWorld Observed Implementation 09
BehaviorTree/Blackboard/Perception? None in project Missing 09
Navmesh in Test01? No NavMeshBoundsVolume / RecastNavMesh Missing (secondary) 09
Does GetASC defect cause chase failure? No — chase has no ASC dependency Observed Implementation 09, 06
Enemy attack montage? Exists; 0 referencers Present but Unreferenced 09, 10
Enemy death anim? ABP Death + death anims; IsDead forced false each Update Connected but Incomplete 09, 10
Enemy receive player damage? No ReceiveAnyDamage / health mutation on enemy BP Implementation Missing 09, 05

Confirmed static defects with runtime questions

Confirmed finding Issue Runtime question
Chase/attack Implementation Missing Existing Baseline Defect Confirm idle forever when possessed
No navmesh in Test01 External Dependency Missing (secondary) Would MoveTo work after mesh bake alone?
AutoPossessAI PlacedInWorld Possession Configuration Conflict for spawned enemies Do spawners create uncontrolled pawns?
ABP SetIsDead(false) Connected but Incomplete Death state ever entered?
No enemy damage reception Existing Baseline Defect Player hits show nothing?
Enemy GetASC nullptr Incomplete Refactor EffectActor on enemy
Dual HUD / orphan default GEs Incomplete Refactor PIE attribute/UI

Requires further inspection

Question Method Priority
Sessions / frontend Pass 4 Medium
Full pickup authority/respawn Pass 10 Medium
PIE: possession, ApplyDamage feedback, Death, EffectActor PIE High
ABP Death transition pins Manual Editor Low

Priority order for later verification

  1. Pass 4 — sessions / frontend
  2. Pass 10 — pickup deep dive
  3. Controlled PIE — enemy idle/possession, player hit feedback, dual HUD, potions
  4. Pass 11 — migration matrix (after Batch 4 complete)