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realms-in-ruin-dev/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md
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tedwardsandCursor e50c8032ef Document Batch 4B Pass 7 partial GAS archaeology: effects, tags, and legacy boundaries.
Inventories Gameplay Effects, orphan default attributes, missing abilities/cues, and consumable EffectActor wiring without modifying Unreal assets.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 21:29:19 -07:00

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13 — Unknowns and Runtime Questions

Status: Draft

  • Scope: Unresolved questions after Batches 13, 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 13 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

  1. Pass 9 — enemy Blueprint AI
  2. Pass 4 — sessions / frontend
  3. Pass 10 — pickup deep dive
  4. Controlled PIE — dual HUD, spawn attrs, EffectActor on player/enemy, potion vs DEPRECATED health