Files
realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.md
T
tedwardsandCursor ff5640a020 Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.
Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes.

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

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.md present (SHA256 91CDDBC1BD2880FA892CCC3753BA0C5B582D95916E62151251AC35C131134AA5).
  • 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 actor BP_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.md hash unchanged (must verify at close).
  • No source, config, plugin, map, or Unreal asset writes performed.

Areas fully inspected (Batch 1 tools)

  • All .h/.cpp under Source/REALMSINRUIN/
  • REALMSINRUIN_DEV.uproject, Targets, Build.cs, module startup
  • Plugins/AdvancedSessions + AdvancedSteamSessions descriptors and Build.cs
  • Config/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

  1. 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.
  2. Documented Intent URIRGameplayAbility “all abilities” vs no subclasses / no GA assets: Infrastructure only. Better supported: not migrated.
  3. DefaultAttributesGameplayEffect declared vs never applied in native: Scaffolding; apply path Unknown (Blueprint?).

Unresolved naming ambiguities

  • Player_Amazonian vs GE Amazon folder naming
  • WBP_PlayerHUD returned 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:

  1. Pass 3 — Blueprint hierarchy for BP_PlayerCharacterBase, five Player_*, 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).
  2. Pass 5 — Deep dive BP_PlayerCharacterBase ability/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