Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
2.4 KiB
2.4 KiB
08 — Character Systems
Status: Draft
- Scope (Batch 1 seed): Native player character lineage and discovered Blueprint child paths only. No per-character ability inventory yet.
- Inspection method: Native C++ +
search_subclassespath listing. - Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture
- Last completed pass: Pass 2 (Batch 1)
- Next pass expected to contribute: Batch 2 Pass 3 (hierarchy), Pass 5 (base deep dive); Batch 3 Pass 6 (per-character)
Draft tracking
Completed sections
- Native parent chain for players
- InitAbilityActorInfo / HUD overlay hook
- Exact Blueprint subclass paths for five playable classes + base
Pending sections
- Components, weapons, AnimBP, inputs, abilities per character
- Shared vs duplicated Blueprint behavior
- Interface BPI_PlayerCharacter
Evidence still required
- Full Blueprint variable/graph inventory (Batch 2+)
Native player chain
ACharacter → ARIRBaseCharacter → ARIRPlayerCharacter → (Blueprint) BP_PlayerCharacterBase → Player_*
Observed Implementation: Players do not create ASC on the pawn; ASC lives on ARIRPlayerState. Character caches ASC/AttributeSet pointers after possession / PlayerState replication.
Playable Blueprint paths (seeds)
| Character | Asset path |
|---|---|
| Base | /Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase |
| Paladin | /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Paladin/Player_Paladin |
| Amazonian | /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Amazonian/Player_Amazonian |
| Cleric | /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Cleric/Player_Cleric |
| Wizard | /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Wizard/Player_Wizard |
| Gunslinger | /Game/_Main/Blueprints/Characters/PlayerCharacters/PlayerCharacterClasses/Gunslinger/Player_Gunslinger |
Naming note: Use Player_Amazonian, not Player_Amazon. Default-attribute GE folder uses Amazon naming (calibration) — naming ambiguity for Batch 4/7.
Known runtime baseline (Observed Runtime Behavior from project brief, not re-tested): Amazonian melee works; most abilities inactive; Gunslinger incomplete — Existing Baseline Defects, not migration regressions.