Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
6.8 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 1 (Passes 0, 1, 2)
- Next authorized work: Wait for user — recommend Batch 2 (Passes 3 + 5)
Phase completed
| Item | Value |
|---|---|
| Phase | Phase 1 — Static Architecture (in progress) |
| Batch completed | Batch 1 — Foundation |
| Passes completed | Pass 0 Continuity gate; Pass 1 Modules/plugins/config; Pass 2 Native C++ hierarchy |
| Date completed | 2026-07-16 |
| Model identifier | Cursor Grok 4.5 |
Repository integrity
Starting state (Pass 0)
- Git: Not a git repository (
fatal: not a git repository). Read-only git commands unavailable for dirty-file tracking. - Filesystem Archaeology baseline: Only
Documentation/Archaeology/00-MCP-Capability-Calibration.mdpresent (SHA25691CDDBC1BD2880FA892CCC3753BA0C5B582D95916E62151251AC35C131134AA5). - Pre-existing modified/untracked (git): N/A — no git. No attempt to clean or alter other project files.
- Editor:
IsPIERunning=false; current level/Game/_Main/Levels/Testing/Test01; selected actorBP_Enemy_Skeleton_C_1(matches calibration).
Ending state (Batch 1 close)
- New/modified files: Markdown only under
Documentation/Archaeology/(listed below). 00-MCP-Capability-Calibration.mdhash unchanged (must verify at close).- No source, config, plugin, map, or Unreal asset writes performed.
Areas fully inspected (Batch 1 tools)
- All
.h/.cppunderSource/REALMSINRUIN/ REALMSINRUIN_DEV.uproject, Targets, Build.cs, module startupPlugins/AdvancedSessions+AdvancedSteamSessionsdescriptors and Build.csConfig/DefaultEngine.ini,DefaultGame.ini,DefaultGameplayTags.ini,DefaultInput.ini(input file partially — defaults + Jump/Move mappings)- PluginToolset ListEnabledPlugins; GetPluginInfo AdvancedSessions/AdvancedSteamSessions
- Editor continuity: PIE, level, selection
- search_subclasses seeds for player/enemy/effect/HUD/PC/PS/GA/widget/GameMode/GameInstance
Areas partially inspected
- DefaultInput.ini beyond movement/look mappings (full VR axis noise present; ability actions absent)
- Enabled engine plugin usage (listed; not usage-verified)
- GAS GE assets (known from calibration; CDOs not re-inspected this batch)
Areas not yet inspected
- All Blueprint graph/variable deep dives (Batch 2+)
- Frontend/session flows (Batch 4)
- Per-character abilities (Batch 3)
- Animation (Batch 4 Pass 8)
- Enemy BP AI (Batch 4 Pass 9)
- Full UI trees / pickups graphs (Batch 4)
- Synthesis docs 01, 05, 07, 10 (not created — no substantive Batch 1 content for 05/07/10/01)
Blueprints inspected
None in depth. Path seeds only recorded in 03/08/09/11/12.
C++ classes inspected
ARIRBaseCharacter, ARIRPlayerCharacter, ARIRBaseEnemyCharacter, ARIRPlayerState, ARIRPlayerController, ARIRHUD, URIRAbilitySystemComponent, URIRAttributeSet, URIRGameplayAbility, ARIREffectActor, URIRUserWidget, URIRWidgetController, UOverlayWidgetController, ITargetInterface / UTargetInterface; module REALMSINRUIN.h/cpp.
Assets / configs inspected
Listed in §Areas fully inspected. No Unreal assets modified or saved.
Files created
| File | Status |
|---|---|
| Documentation/Archaeology/02-ProjectArchitecture.md | Draft |
| Documentation/Archaeology/03-ClassHierarchy.md | Draft |
| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
| Documentation/Archaeology/08-CharacterSystems.md | Draft |
| Documentation/Archaeology/09-EnemyAI-StaticAnalysis.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 |
Files updated
None pre-existing except this handoff/index created new. 00-MCP-Capability-Calibration.md not modified.
Toolsets used
EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); PluginToolset (ListEnabledPlugins, GetPluginInfo); ObjectTools (search_subclasses); filesystem reads of Source/Config/Plugins.
Tool limitations / failed queries
- Git unavailable (not a repository)
- Some parallel CallMcpTool batches failed with schema errors; succeeded when retried singly
- SemanticSearch not used (not configured)
- GetPluginInfo for GameplayAbilities/CommonUI/IsEnabled calls failed in parallel batch (AdvancedSessions info succeeded on retry); ListEnabledPlugins already confirmed AdvancedSessions/Steam/CommonUI/GameplayAbilities enabled
Contradictory evidence
- Enemy ASC ownership vs GetAbilitySystemComponent: Enemy creates ASC on self; base character GetASC uses PlayerState only. Both Observed Implementation. Better supported: both true — interface path likely wrong for enemies. Logged for Batch 4 / runtime.
- Documented Intent URIRGameplayAbility “all abilities” vs no subclasses / no GA assets: Infrastructure only. Better supported: not migrated.
- DefaultAttributesGameplayEffect declared vs never applied in native: Scaffolding; apply path Unknown (Blueprint?).
Unresolved naming ambiguities
Player_Amazonianvs GEAmazonfolder namingWBP_PlayerHUDreturned as RIRHUD subclass
Requires Manual Editor Inspection
- OnlineSubsystem/Steam config location
- Confirm WBP_PlayerHUD asset type
- CommonUI content usage
Requires Runtime Inspection / PIE
- Enemy GetASC / EffectActor apply
- Default attribute values after spawn
- HUD overlay creation success
- Session flows (later)
Suggested next bounded task
Authorize Batch 2 only:
- Pass 3 — Blueprint hierarchy for
BP_PlayerCharacterBase, fivePlayer_*,BP_EnemyCharacterBase,BP_Enemy_Skeleton,BPI_*,GI_Dungeoneer,GM_*,PC_Character,BP_PlayerState(structure: parents, vars, graphs list, events — not full ability path walk yet where Pass 5 owns deep dive). - Pass 5 — Deep dive
BP_PlayerCharacterBaseability/RPC/DEPRECATED/GAS/comments.
Exact starting files for next model:
- Read:
00-MCP-Capability-Calibration.md,15-HandoffStatus.md,14-EvidenceIndex.md,03-ClassHierarchy.md,08-CharacterSystems.md - Inspect first:
/Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase
Subsystem continuity: Keep player-base ability reconstruction with one model through Batch 2 Pass 5 before switching mid-graph.
Confirmation
- No Unreal assets modified
- No source/config/map/plugin modified
- No editor state intentionally modified (PIE not started; level/selection/camera not changed)
- No work beyond Pass 2 performed