Files
realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.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

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 --short empty; diffs empty).
  • Baseline commits include: 4e926d1c Batch 4A Pass 8 animation archaeology.
  • Authorization: Batch 4A committed before start.
  • Editor: IsPIERunning=false; level /Game/_Main/Levels/Testing/Test01; selected actor BP_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

  • GameplayEffectComponents unreadable 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 (not parent_class)
  • No PIE

Key Pass 7 outcomes

  1. Only active GE application path: consumable EffectActors (potions/food).
  2. All four character DefaultAttributes GEs orphaned; BP_PlayerState = None.
  3. No project GAs, grants, cues, MMC, ExecutionCalculations.
  4. All 12 INI gameplay tags unreferenced.
  5. Dual HUD + no DEPRECATED↔ASC sync confirmed as migration boundary.
  6. Enemy GetASC defect remains static Incomplete Refactor affecting EffectActor on enemies.

Suggested next bounded task

Authorize explicitly one of:

  1. Pass 9 — Enemy BP AI
  2. Pass 4 — Frontend / sessions
  3. 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