Files
realms-in-ruin-dev/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md
T
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

96 lines
4.2 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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