Inventories Gameplay Effects, orphan default attributes, missing abilities/cues, and consumable EffectActor wiring without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
4.2 KiB
4.2 KiB
13 — Unknowns and Runtime Questions
Status: Draft
- Scope: Unresolved questions after Batches 1–3, Batch 4A Pass 8, and Batch 4B Pass 7.
- Inspection method: Consolidation of static archaeology through Pass 7.
- Evidence classifications used: Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- Tool or visibility limitations: Semantic Search unavailable; CustomEvent FunctionFlags unread; Montage Notifies/times unreadable; GE GameplayEffectComponents unreadable; no PIE.
- Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture
- Last completed pass: Pass 7 (Batch 4B)
- Next pass expected to contribute: Pass 9 / Pass 4 / Pass 10 when authorized
Draft tracking
Completed sections
- Batch 1–3 unknowns and resolutions
- Pass 8 animation callback resolutions
- Pass 7 resolutions: GE inventory; orphan default attrs; tag orphan status; no GAs/cues/grants; consumable GE wiring; dual HUD/stamina debt confirmed
Pending sections
- Frontend/session (Pass 4)
- Enemy BP AI (Pass 9)
- Pickup deep graphs (Pass 10)
- Runtime test procedures
Evidence still required
- PIE dual HUD / spawn attributes / potion vs combat health
- Notify trigger times (Manual Editor)
- Interrupt vs AN_AttackComplete (PIE)
Resolved in Batch 4B (Pass 7)
| Question | Resolution | Classification | Doc |
|---|---|---|---|
| Which GEs exist? | Exactly 8 under GAS/GameplayEffects | Observed Implementation | 06 |
| Are default-attribute GEs applied? | No — 0 referencers; BP_PlayerState = None; native never applies | Present but Unreferenced / Scaffolding Only | 06 |
| Default GE values? | Paladin H/M 100/100; Amazon H/S 100/100; Cleric H/M 50/200; Wizard H/M 100/150; no Max* | Observed Implementation | 06 |
| GE_Gunslinger? | None observed | Missing | 06 |
| Are INI tags used? | Defined; zero native/BP/GE referencers observed | Present but Unreferenced | 06 |
| Project GAs / grants / cues? | None observed (negative searches logged) | Missing / Scaffolding Only (URIRGameplayAbility) | 06 |
| What applies GEs at runtime? | Consumable EffectActors only (static path) | Partially Integrated | 06, 12 |
| Stamina overlay delegate debt? | OnStamina* properties reuse Mana signature types | Technical Debt | 11, 06 |
| Sync DEPRECATED ↔ ASC? | None observed | Missing / Incomplete Refactor | 06, 05 |
Confirmed static defects with runtime questions
| Confirmed finding | Issue | Runtime question |
|---|---|---|
| Enemy ASC vs GetASC PlayerState | Incomplete Refactor / Existing Baseline Defect | Do potions/effects fail on enemies? |
| Dual HUD paths | Incomplete Refactor | Which bars drive visible UI? |
| DefaultAttributes unused + orphan character GEs | Partially Implemented / Present but Unreferenced | Spawn Health/Mana = native 75/25? |
| Combat uses DEPRECATED; potions use ASC | Incomplete Refactor | Potion heal invisible to combat death? |
| Stamina/MaxStamina not Init'd | Partially Implemented | Overlay stamina bars at 0? |
| Default GEs Override Health/Mana without Max* | Technical Debt (if ever applied) | Current > Max possible? |
| Cleric 004 empty SpawnActor + mana bypass | Existing Baseline Defect | PIE behavior |
| Multicast montage notify hit windows | Technical Debt | Server eval always? |
Requires further inspection
| Question | Method | Priority |
|---|---|---|
| Enemy BP AI chase/attack | Pass 9 | High |
| Sessions / frontend | Pass 4 | Medium |
| Full pickup authority/respawn | Pass 10 | Medium |
| Notify trigger times | Manual Editor | Medium |
| Interrupt cleanup | PIE | High |
| Dual HUD + spawn attrs + potion/combat health | PIE | High |
| GE GameplayEffectComponents / cues | Manual Editor / alternate tool | Low |
Tool and environment limitations
| Item | Impact |
|---|---|
| GE GameplayEffectComponents unreadable | Per-GE cue/component tags Unknown |
| Montage Notifies / AnimGraph DSL | Pass 8 limits stand |
| CustomEvent Reliable flags | Unknown |
| No PIE in Batch 4B | Runtime deferred |
Priority order for later verification
- Pass 9 — enemy Blueprint AI
- Pass 4 — sessions / frontend
- Pass 10 — pickup deep dive
- Controlled PIE — dual HUD, spawn attrs, EffectActor on player/enemy, potion vs DEPRECATED health