Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
154 lines
6.8 KiB
Markdown
154 lines
6.8 KiB
Markdown
# 15 — Handoff Status
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**Status: Draft**
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- **Scope:** Authoritative cross-model continuation document for Phase 1.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture
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- **Last completed pass / batch:** Batch 1 (Passes 0, 1, 2)
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- **Next authorized work:** Wait for user — recommend **Batch 2** (Passes 3 + 5)
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## Phase completed
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| Item | Value |
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|------|--------|
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| Phase | Phase 1 — Static Architecture (in progress) |
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| Batch completed | Batch 1 — Foundation |
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| Passes completed | Pass 0 Continuity gate; Pass 1 Modules/plugins/config; Pass 2 Native C++ hierarchy |
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| Date completed | 2026-07-16 |
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| Model identifier | Cursor Grok 4.5 |
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---
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## Repository integrity
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### Starting state (Pass 0)
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- **Git:** Not a git repository (`fatal: not a git repository`). Read-only git commands unavailable for dirty-file tracking.
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- **Filesystem Archaeology baseline:** Only `Documentation/Archaeology/00-MCP-Capability-Calibration.md` present (SHA256 `91CDDBC1BD2880FA892CCC3753BA0C5B582D95916E62151251AC35C131134AA5`).
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- **Pre-existing modified/untracked (git):** N/A — no git. No attempt to clean or alter other project files.
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- **Editor:** `IsPIERunning=false`; current level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1` (matches calibration).
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### Ending state (Batch 1 close)
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- New/modified files: Markdown only under `Documentation/Archaeology/` (listed below).
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- `00-MCP-Capability-Calibration.md` hash unchanged (must verify at close).
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- No source, config, plugin, map, or Unreal asset writes performed.
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---
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## Areas fully inspected (Batch 1 tools)
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- All `.h`/`.cpp` under `Source/REALMSINRUIN/`
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- `REALMSINRUIN_DEV.uproject`, Targets, Build.cs, module startup
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- `Plugins/AdvancedSessions` + `AdvancedSteamSessions` descriptors and Build.cs
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- `Config/DefaultEngine.ini`, `DefaultGame.ini`, `DefaultGameplayTags.ini`, `DefaultInput.ini` (input file partially — defaults + Jump/Move mappings)
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- PluginToolset ListEnabledPlugins; GetPluginInfo AdvancedSessions/AdvancedSteamSessions
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- Editor continuity: PIE, level, selection
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- search_subclasses seeds for player/enemy/effect/HUD/PC/PS/GA/widget/GameMode/GameInstance
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## Areas partially inspected
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- DefaultInput.ini beyond movement/look mappings (full VR axis noise present; ability actions absent)
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- Enabled engine plugin usage (listed; not usage-verified)
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- GAS GE assets (known from calibration; CDOs not re-inspected this batch)
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## Areas not yet inspected
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- All Blueprint graph/variable deep dives (Batch 2+)
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- Frontend/session flows (Batch 4)
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- Per-character abilities (Batch 3)
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- Animation (Batch 4 Pass 8)
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- Enemy BP AI (Batch 4 Pass 9)
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- Full UI trees / pickups graphs (Batch 4)
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- Synthesis docs 01, 05, 07, 10 (not created — no substantive Batch 1 content for 05/07/10/01)
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---
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## Blueprints inspected
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None in depth. **Path seeds only** recorded in 03/08/09/11/12.
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## C++ classes inspected
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ARIRBaseCharacter, ARIRPlayerCharacter, ARIRBaseEnemyCharacter, ARIRPlayerState, ARIRPlayerController, ARIRHUD, URIRAbilitySystemComponent, URIRAttributeSet, URIRGameplayAbility, ARIREffectActor, URIRUserWidget, URIRWidgetController, UOverlayWidgetController, ITargetInterface / UTargetInterface; module REALMSINRUIN.h/cpp.
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## Assets / configs inspected
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Listed in §Areas fully inspected. No Unreal assets modified or saved.
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## Files created
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| File | Status |
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|------|--------|
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| Documentation/Archaeology/02-ProjectArchitecture.md | Draft |
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| Documentation/Archaeology/03-ClassHierarchy.md | Draft |
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| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
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| Documentation/Archaeology/08-CharacterSystems.md | Draft |
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| Documentation/Archaeology/09-EnemyAI-StaticAnalysis.md | Draft |
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| Documentation/Archaeology/11-UI-HUD-And-Sessions.md | Draft |
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| Documentation/Archaeology/12-Pickups-And-Effects.md | Draft |
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| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
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| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
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| Documentation/Archaeology/15-HandoffStatus.md | Draft |
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## Files updated
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None pre-existing except this handoff/index created new. **00-MCP-Capability-Calibration.md not modified.**
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## Toolsets used
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EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); PluginToolset (ListEnabledPlugins, GetPluginInfo); ObjectTools (search_subclasses); filesystem reads of Source/Config/Plugins.
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## Tool limitations / failed queries
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- Git unavailable (not a repository)
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- Some parallel CallMcpTool batches failed with schema errors; succeeded when retried singly
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- SemanticSearch not used (not configured)
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- GetPluginInfo for GameplayAbilities/CommonUI/IsEnabled calls failed in parallel batch (AdvancedSessions info succeeded on retry); ListEnabledPlugins already confirmed AdvancedSessions/Steam/CommonUI/GameplayAbilities enabled
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## Contradictory evidence
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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.
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2. **Documented Intent URIRGameplayAbility “all abilities” vs no subclasses / no GA assets:** Infrastructure only. Better supported: not migrated.
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3. **DefaultAttributesGameplayEffect declared vs never applied in native:** Scaffolding; apply path Unknown (Blueprint?).
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## Unresolved naming ambiguities
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- `Player_Amazonian` vs GE `Amazon` folder naming
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- `WBP_PlayerHUD` returned as RIRHUD subclass
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## Requires Manual Editor Inspection
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- OnlineSubsystem/Steam config location
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- Confirm WBP_PlayerHUD asset type
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- CommonUI content usage
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## Requires Runtime Inspection / PIE
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- Enemy GetASC / EffectActor apply
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- Default attribute values after spawn
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- HUD overlay creation success
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- Session flows (later)
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## Suggested next bounded task
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**Authorize Batch 2 only:**
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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).
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2. Pass 5 — Deep dive `BP_PlayerCharacterBase` ability/RPC/DEPRECATED/GAS/comments.
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**Exact starting files for next model:**
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- Read: `00-MCP-Capability-Calibration.md`, `15-HandoffStatus.md`, `14-EvidenceIndex.md`, `03-ClassHierarchy.md`, `08-CharacterSystems.md`
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- Inspect first: `/Game/_Main/Blueprints/Characters/PlayerCharacters/BP_PlayerCharacterBase`
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**Subsystem continuity:** Keep player-base ability reconstruction with one model through Batch 2 Pass 5 before switching mid-graph.
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## Confirmation
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- No Unreal assets modified
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- No source/config/map/plugin modified
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- No editor state intentionally modified (PIE not started; level/selection/camera not changed)
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- No work beyond Pass 2 performed
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