Inventories Gameplay Effects, orphan default attributes, missing abilities/cues, and consumable EffectActor wiring without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
4.4 KiB
4.4 KiB
15 — Handoff Status
Status: Draft
- Scope: Authoritative cross-model continuation document for Phase 1.
- Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture
- Last completed pass / batch: Batch 4B (Pass 7)
- Next authorized work: Wait for user — recommend Pass 9 (enemy AI) or Pass 4 (sessions) as separately authorized
Phase completed
| Item | Value |
|---|---|
| Phase | Phase 1 — Static Architecture (in progress) |
| Batch completed | Batch 4B — Partial GAS architecture |
| Passes completed | Pass 7 |
| Date completed | 2026-07-16 |
| Model identifier | Cursor Grok 4.5 |
Repository integrity
Starting state (Batch 4B)
- Git: Clean (
git status --shortempty; diffs empty). - Baseline commits include:
4e926d1cBatch 4A Pass 8 animation archaeology. - Authorization: Batch 4A committed before start.
- Editor:
IsPIERunning=false; level/Game/_Main/Levels/Testing/Test01; selected actorBP_Enemy_Skeleton_C_1.
Ending state (Batch 4B close)
- Modified files: Markdown only under
Documentation/Archaeology/(listed below). - No source, config, plugin, map, or Unreal asset writes.
- PIE not started; level and selection unchanged.
- Ending Git: only authorized Archaeology Markdown dirty.
Areas fully inspected (Batch 4B)
- Native: RIRPlayerState, RIRPlayerCharacter, RIRBaseCharacter, RIRBaseEnemyCharacter, RIRAttributeSet, RIRGameplayAbility, RIRAbilitySystemComponent, RIREffectActor, RIRHUD, OverlayWidgetController
- All 8 GE assets under
/Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/ - BP_PlayerState DefaultAttributes property
- Consumable EffectActor subclasses + HealthPotion apply graph
- DefaultGameplayTags.ini + tag/cue/GA negative searches
- search_subclasses for GA, cue notifies, MMC, ExecutionCalculation
Areas partially inspected
- ManaPotion / ManaCrystal / OrangeSlice EventGraphs (refs + agent; HealthPotion DSL verified)
- WBP_Overlay Blueprint bar bindings (native controller only)
- GE GameplayEffectComponents (unreadable)
Areas not yet inspected
- Pass 4 frontend/sessions
- Pass 9 enemy BP AI
- Pass 10 full pickup deep dive
- Pass 11 migration matrix
- PIE / runtime
Files created
None.
Files updated
| File | Status |
|---|---|
| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft (Pass 7 rewrite) |
| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (boundary note) |
| Documentation/Archaeology/08-CharacterSystems.md | Draft |
| Documentation/Archaeology/11-UI-HUD-And-Sessions.md | Draft |
| Documentation/Archaeology/12-Pickups-And-Effects.md | Draft |
| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
| Documentation/Archaeology/15-HandoffStatus.md | Draft |
10-AnimationDependencies.md not modified (no new animation↔GAS interaction).
07-AbilityMigrationMatrix.md not created.
Toolsets used
EditorAppToolset; SceneTools; AssetTools; ObjectTools; BlueprintTools; GameplayTagsToolset / GameplayCueToolset (read-only via subagents).
Tool limitations / failed queries
GameplayEffectComponentsunreadable on GE CDOs- Some ObjectTools property-name batches on BlueprintGeneratedClass failed until Default__/alternate load path used by subagent
- search_subclasses requires
base_class+class_name(notparent_class) - No PIE
Key Pass 7 outcomes
- Only active GE application path: consumable EffectActors (potions/food).
- All four character DefaultAttributes GEs orphaned; BP_PlayerState = None.
- No project GAs, grants, cues, MMC, ExecutionCalculations.
- All 12 INI gameplay tags unreferenced.
- Dual HUD + no DEPRECATED↔ASC sync confirmed as migration boundary.
- Enemy GetASC defect remains static Incomplete Refactor affecting EffectActor on enemies.
Suggested next bounded task
Authorize explicitly one of:
- Pass 9 — Enemy BP AI
- Pass 4 — Frontend / sessions
- Pass 10 — Pickup deep dive
Do not begin Pass 11 or PIE until authorized.
Starting files: 00, 06, 08, 09, 12, 13, 14, 15.
Confirmation
- No Unreal assets modified
- No source/config/map/plugin modified
- No editor state intentionally modified
- No work beyond Pass 7 performed
- Waiting for explicit authorization before Pass 9 or other passes