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