Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
1.8 KiB
1.8 KiB
12 — Pickups and Effects
Status: Draft
- Scope (Batch 1 seed): Native
ARIREffectActormechanism + discovered Blueprint subclass paths. No overlap/authority graph inspection yet. - Inspection method: Native C++ + search_subclasses.
- Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture
- Last completed pass: Pass 2 (Batch 1)
- Next pass expected to contribute: Batch 4 Pass 10
Draft tracking
Completed sections
- ApplyEffectToTarget GE application path
- Instant/Duration GE class properties
- Blueprint child paths for potions / orange slice / mana crystal
Pending sections
- Per-pickup overlap, authority, destroy/respawn, UI notify
- Classification: GE vs direct DEPRECATED var mutation vs hybrid
- Gold / stamina pickups if present
Evidence still required
- Connected Blueprint graphs on each item BP
- Whether
GetAbilitySystemComponentsucceeds on player vs enemy targets
Native mechanism (Observed Implementation)
ARIREffectActor::ApplyEffectToTarget:
UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor)- Early-out if null
- MakeOutgoingSpec(GEClass, 1.f) + ApplyGameplayEffectSpecToSelf
Inferred: Intended pickup path is Gameplay Effect based for subclasses of this actor. Confirmation requires Blueprint graphs.
Blueprint subclass seeds:
| Asset |
|---|
/Game/_Main/Blueprints/Items/Food/BP_OrangeSlice |
/Game/_Main/Blueprints/Items/Potion/BP_HealthPotion |
/Game/_Main/Blueprints/Items/Potion/BP_ManaPotion |
/Game/_Main/Blueprints/Items/Potion/BP_ManaCrystal |
Calibration also listed GE assets such as GE_PotionHeal, GE_PotionMana, GE_HoT_Small, GE_MoT_Small under /Game/_Main/Blueprints/Game/GameSystems/GAS/GameplayEffects/.