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Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 19:40:19 -07:00

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12 — Pickups and Effects

Status: Draft

  • Scope (Batch 1 seed): Native ARIREffectActor mechanism + 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 GetAbilitySystemComponent succeeds on player vs enemy targets

Native mechanism (Observed Implementation)

ARIREffectActor::ApplyEffectToTarget:

  1. UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor)
  2. Early-out if null
  3. 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/.