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realms-in-ruin-dev/Documentation/Archaeology/14-EvidenceIndex.md
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Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 19:40:19 -07:00

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14 — Evidence Index

Status: Draft

  • Scope: Compact cross-model index of material findings. Full analysis lives in linked docs.
  • Last updated: 2026-07-16
  • Current phase: Phase 1 — Static Architecture
  • Last completed pass: Pass 2 (Batch 1)
  • Next pass expected to contribute: Every batch

Draft tracking

Completed sections

  • Batch 1 evidence rows (modules, native hierarchy, GAS ownership, plugins, config)

Pending sections

  • Blueprint graph/RPC/ability rows (Batch 2+)

System Subsystem Finding Evidence type Classification Exact source Exact symbol Blueprint path Graph Node/event Asset/config Doc Confidence Remaining verification
Module Descriptor Single runtime module REALMSINRUIN; Engine 5.8 Observed Implementation Intended Behavior REALMSINRUIN_DEV.uproject Modules[REALMSINRUIN] REALMSINRUIN_DEV.uproject 02 High
Module Build Public deps include GAS + EnhancedInput; no UMG Observed Implementation Technical Debt REALMSINRUIN.Build.cs PublicDependencyModuleNames 02 High Confirm link
Plugins Project AdvancedSessions enabled under Plugins/ Observed Implementation Intended Behavior AdvancedSessions.uplugin AdvancedSessions module Plugins/AdvancedSessions 02,11 High Live BP usage Batch 4
Plugins Project AdvancedSteamSessions enabled Observed Implementation Intended Behavior AdvancedSteamSessions.uplugin Plugins/AdvancedSteamSessions 02,11 High Steam config location
Config Maps GameDefaultMap=MainMenu; EditorStartupMap=Test01 Observed Implementation Intended Behavior DefaultEngine.ini GameMapsSettings Config/DefaultEngine.ini 02 High Per-map GameMode
Config Redirects GAS* classes redirected to RIR* Observed Implementation Incomplete Refactor DefaultEngine.ini CoreRedirects Config/DefaultEngine.ini 02,03 High
Config Tags State/Disable/Effect project tags Observed Implementation Partially Implemented DefaultGameplayTags.ini GameplayTagList Config/DefaultGameplayTags.ini 02,06 High Referencers Pass 7
Config Input Enhanced Input defaults + legacy Jump/Move axes Observed Implementation Partially Implemented DefaultInput.ini DefaultPlayerInputClass Config/DefaultInput.ini 02 High Ability IMCs
Character Player ASC ASC owned by PlayerState; Mixed replication Observed Implementation Intended Behavior RIRPlayerState.cpp CreateDefaultSubobject ASC BP_PlayerState (seed) 03,06,08 High Default GE apply
Character Player init InitAbilityActorInfo on PossessedBy/OnRep Observed Implementation Intended Behavior RIRPlayerCharacter.cpp InitAbilityActorInfo 03,06 High Runtime HUD init
Character Enemy ASC ASC on enemy; Minimal replication Observed Implementation Intended Behavior RIRBaseEnemyCharacter.cpp CreateDefaultSubobject ASC BP_Enemy_* (seed) 03,06,09 High Interface GetASC
Character GetASC Base GetASC reads PlayerState only Observed Implementation Incomplete Refactor RIRBaseCharacter.cpp GetAbilitySystemComponent 03,06,13 High PIE on enemy
GAS Ability class URIRGameplayAbility empty; no subclasses Observed Implementation Partially Implemented RIRGameplayAbility.* InstancingPolicy 03,06 High Reconfirm GA assets Pass 7
GAS Attributes Health/Mana/Stamina set; ctor inits H/M only Observed Implementation Partially Implemented RIRAttributeSet.* InitHealth etc. 03,06 High GE overrides
GAS Default GE prop DefaultAttributesGameplayEffect unused in cpp Observed Implementation Partially Implemented RIRPlayerState.h DefaultAttributesGameplayEffect BP_PlayerState 03,06,13 High BP apply path
Effects Apply EffectActor applies GE via ASC library Observed Implementation Partially Implemented RIREffectActor.cpp ApplyEffectToTarget BP_HealthPotion etc. 03,12 High Overlap graphs
UI HUD InitOverlay from player init; attribute delegates Observed Implementation Partially Implemented RIRHUD.cpp, OverlayWidgetController.cpp InitOverlay, BindCallbacks WBP_Overlay (seed) 03,11 High Widget bindings
UI Delegates Stamina delegates use Mana signature types Observed Implementation Technical Debt OverlayWidgetController.h OnStaminaChanged 03,11 High
Enemy AI native No MoveTo/chase/attack in native Observed Implementation Existing Baseline Defect RIRBaseEnemyCharacter.* BP_Enemy_* 09 High BP Pass 9
Framework Seeds GI_Dungeoneer, GM_Dungeoneer, GM_MainMenu Observed Implementation search_subclasses those paths 02,03 High BP internals
Continuity Editor PIE=false; level Test01; sel Skeleton_C_1 Observed Implementation EditorApp/SceneTools IsPIERunning Test01 15 High