Production context and current position
Audit date: 2026-09-13. This HTML is the authoritative production plan. The owner requested a complete replan with smaller phases and a completed/remaining audit. This is a documentation change, not authorization to implement every future phase or to deploy.
Current UI gate sequence: G4 is closed → P05 / G4.2 Inventory UI is closed → P06 / G4.3 HUD artwork is closed → P06 / G4.4 Pause & Settings presentation is closed → G5 is next, supported by P07 persistence and P08 frontend. The phase numbers are planning references; existing task/gate IDs are preserved.
Dates and staffing estimates are intentionally absent. Owners are Unassigned until supplied. Dependencies control readiness; previously completed work is retained even where historic implementation ran ahead of the new order. Close missing predecessor evidence before accepting dependent runtime milestones, without restarting completed work.
Owner-approved sequencing — updated 2026-09-14: Limited-area proof first, full map after core-loop acceptance. After G5, G6/G7 work is split by each system’s backend dependencies: squad/boss cooperation does not wait for Skills or Vehicles. The strict G4 → G4.2 → G4.3 → G4.4 predecessor chain is satisfied; G5 is now eligible but is not started by this acceptance record. Individual UI task IDs and their acceptance criteria remain unchanged; G6/G7 aggregate completion is not claimed until all their tasks close.
Held tools slice — planned 2026-09-13: meshes under /Game/Lambeer/Items/Tools/ become playable melee through existing phases, not a new P00–P31 number. Owner resolved tool roles on 2026-09-13 in FEAT-INVENTORY. Detailed melee work still lives in Held tools slice. This is a documentation plan, not authorization to implement.
What is done, what is missing, and what was checked
| Area | Finding | Evidence boundary / next work |
|---|---|---|
| CommonUI and functional HUD | Completed recorded KBM baseline | G0/G1/core G2/G3 evidence; physical controllers and later artwork remain separate. |
| Core screens / G4 | Complete — owner-reported 2026-09-13 | Inventory lifecycle/commands, map, death/respawn, pause and Settings. G4.2 is not included. |
| Inventory/HUD/menu presentation | Complete — owner-reported 2026-09-14 | G4.2 Inventory, G4.3 HUD revision 3 and G4.4 Pause/Settings Option B passed their native/automation/Blueprint evidence and complete owner PIE acceptance. Physical Xbox/PlayStation remains deferred outside these closure claims. |
| Locomotion, item/survival baseline | Partial, with specific owner-passed flows | Keep prone, bed sleep, inventory/death and L1810 magazine evidence within its recorded scope. |
| Durable persistence | Complete — owner-reported 2026-09-14 | USaveSubsystem installs USQLiteSaveBackend for an opened world and keeps the in-memory stub only while no world is selected. Headless Lambeer.Persistence passed 6/6. Owner Dedicated Server + two Preview restart/rejoin restored player/world state, collected map pickups, and dead-save spawn select. P17/P23 add building/vehicle schemas. |
| Full combat, grip and weather | Partial / not fully accepted | Damage/aim/magazine helpers are not a complete attack pipeline. Tools-folder Data Assets exist for Crowbar, FireAxe, Sledgehammer and WoodenMallet; Sledgehammer is a hold/throw/reticle item only. Grip runtime and ABP_Player Two Bone IK landed under TBD-INVENTORY-GRIP-002 / ROAD-P09-03. Per-item finger Pose Assets are required under TBD-INVENTORY-GRIP-003; native fields exist, ABP blend and authored poses remain. First-slice offsets stay identity and owner PIE stays ROAD-P09-04. Wet materials remain unfinished. See held tools slice. |
| Frontend, crafting, building, progression, social, vehicles | Not started / blocked in UI register | Reuse foundations; implement the actual gameplay services before declaring their screens complete. |
| Zombie/boss, production world, release/ops | Not evidenced in this audit | No complete runtime/integration proof found. This label is deliberately not a claim that no work exists anywhere. |
Evidence sources and limitations
- Canonical HTML: UI task register, animation guide, network, inventory, survival, combat, world, crafting, building, social, vehicle and hosting specifications.
- Native source/config: Source/Lambeer, LambeerServer.Target.cs, Lambeer.Build.cs, Lambeer.uproject and Git LFS rules. Source files demonstrate implementation paths, not runtime acceptance.
- Live Unreal MCP: AssetTools.find_assets on /Game/Lambeer returned 1,973 assets. It lists ABP_Player, WBP_UIRoot, WBP_HUDRoot, Inventory/Map/Pause/Settings widgets, L_Dev_Sandbox and L_MainMenu. This was registry inspection only, not Blueprint graph/compile or runtime verification; imported content outside this root was not exhaustively audited.
- Owner PIE results are referenced from their canonical records; no PIE, retargeting, gameplay tests, compile or package run was performed by this documentation audit.
- Existing C++ test files were observed, not executed. A test file’s presence is not a passing result.
Status legend
Complete: the narrowly named phase has recorded completion evidence. Partial: implementation exists but remaining work/acceptance is explicit. Ready: package prepared; entry dependencies still apply. Not started: canonical register says so. Not evidenced: the audit did not establish implementation. Blocked: a named unresolved dependency prevents committing the affected work. Task-level Evidence means existing implementation, not verified completion; Prepared means sources ready; User-only means owner action is required.
Phase register
Each phase below has a bounded deliverable, entry dependencies, evidence, four work packages and an exit gate. Counts are unweighted phase counts, not a percentage of game completion.
All phases are visible below.
No phases match. Reset filters to see the complete plan.
| Phase | Deliverable | Status |
|---|---|---|
| P00 | Repository, engine and dedicated-server baseline | Partial |
| P01 | Player movement, camera and animation closure | Partial |
| P02 | Inventory, item identity and survival backend baseline | Partial |
| P03 | CommonUI, visual system and functional HUD baseline | Complete |
| P04 | Core screens, death/respawn, pause and settings | Complete |
| P05 | Inventory UMG layout and texture integration | Partial |
| P06 | HUD and core-menu Night Ops presentation | In Progress |
| P07 | Durable player persistence and world index | Complete |
| P08 | Frontend, sessions and character entry | Partial |
| P09 | Held-item grip, pose and body compatibility | Partial |
| P10 | Authoritative firearm, melee and thrown combat | Partial |
| P11 | Weapon customization, inspection and repair | Partial |
| P12 | Full survival effects, world blood and rain presentation | Partial |
| P13 | World production decision and streaming prototype | Not started |
| P14 | Zombie AI and bounded encounter slice | Not evidenced |
| P15 | Crafting queues and station production | Not started |
| P16 | Building placement, ownership and minimal base kit | Not started |
| P17 | Base persistence, raid damage and recovery | Not evidenced |
| P18 | First boss, component reward and permanent buff | Not evidenced |
| P19 | Squad cooperation and communication | Not started |
| P20 | Integrated core-loop acceptance | Not evidenced |
| P21 | Skills, achievements and advanced weapon depth | Not started |
| P22 | Clans, territory and raid policy | Not started |
| P23 | First networked vehicle and full-state persistence | Not started |
| P24 | Starter towns and rural world production | Not evidenced |
| P25 | Mainland cities and Lamla progression spaces | Not evidenced |
| P26 | Island, bridges and full-world integration | Not evidenced |
| P27 | Roster expansion, loot economy and balance | Not evidenced |
| P28 | Accessibility, input, localization and presentation polish | Partial |
| P29 | Performance, authority and stability hardening | Not evidenced |
| P30 | Server operations, backups and player hosting | Not evidenced |
| P31 | Release candidate and launch acceptance | Not evidenced |
Lock & Access scope — 2026-09-17
FEAT-LOCK-ACCESS defines the confirmed cross-phase design: one-time 30% built-in locked world doors/windows; player-built doors/windows start unlocked; independent installed Lock items on doors, windows, World Containers and Player-built Storage with owner/current-Squad access; Lockpick on every lockable target; and 90% initially locked vehicles with exact-ID/inserted keys, cabin-only Lockpick, original-spawn-point key sources and permanent Hotwire. Delivery stays inside P16/P17/P19/P23 rather than creating a new phase. Exact action/content tuning and vehicle operational readiness remain TBD-LOCK-001–003.
Phase 00 — Repository, engine and dedicated-server baseline
ROAD-P00 Partial
Entry / dependencies: None; reconcile the existing baseline before dependent runtime work.
Current evidence: Source/LambeerServer.Target.cs, Core classes, GAS module dependencies and Git LFS rules exist. UI records include owner dedicated-server testing. A packaged Linux server build and clean-clone recovery were not verified in this audit.
Work packages
ROAD-P00-01Evidence: Retain the UE 5.8 project, source-control/LFS rules, Core framework and server target; record the exact revision used for the next build.ROAD-P00-02Remaining: Verify a clean checkout can resolve required LFS assets and build the Windows client and Linux dedicated target.ROAD-P00-03Remaining: Package and launch the development server with configuration and logs retained; have the owner verify two clients connect, move and disconnect.ROAD-P00-04Remaining: Record authoritative ownership, build configuration and deployment instructions; establish the profiling capture baseline.
Exit / acceptance: Reproducible client/server artifacts, two-client owner result and build logs are linked. Existing owner PIE evidence does not substitute for the Linux package check.
Canonical specifications and detailed tasks: ROAD-P00-02 clean checkout/LFS/build runbook; ROAD-P00-03 package/launch/two-client runbook; Tech Stack & Engine TECH-STACK-ENGINE; Network Architecture TECH-NETWORK-ARCH; Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING
Phase 01 — Player movement, camera and animation closure
ROAD-P01 Partial
Entry / dependencies: P00 for packaged network acceptance; retain existing movement work.
Current evidence: LambeerLocomotionComponent, LambeerAimComponent, LambeerCameraComponent and LambeerAnimInstance exist. MCP lists ABP_Player. The animation guide records owner prone results on 2026-09-05, but retains provisional collision/speed values and incomplete visual/network coverage for other selectors.
Work packages
ROAD-P01-01Evidence: Retain standing/crouch/prone runtime and existing animation graphs; preserve the owner-recorded prone checks.ROAD-P01-02Remaining: Close the guide’s outstanding movement, transition, pivot/turn/spin and collision verification cases; resolve only their canonical tuning decisions.ROAD-P01-03Remaining: Check camera/aim transitions against movement, posture, obstruction and replicated remote presentation.ROAD-P01-04User-only: Owner performs missing retargeting and PIE checks; record clip/body mappings and separate standalone, listen-server and dedicated-client evidence.
Exit / acceptance: The animation guide has no unaccounted blocking cases for the selected slice body/locomotion set; remaining content variants have explicit follow-up scope.
Canonical specifications and detailed tasks: Player Locomotion Animation Guide TECH-PLAYER-LOCOMOTION; Player Character FEAT-PLAYER-CHARACTER
Phase 02 — Inventory, item identity and survival backend baseline
ROAD-P02 Partial
Entry / dependencies: Existing P00/P01 framework; prerequisite for subsequent inventory and gameplay extensions.
Current evidence: InventoryComponent, EquipmentComponent, HeldItemComponent, GAS attributes and SurvivalComponent are implemented. Owner UI records cover inventory commands, nested death drops, bed sleep and L1810 magazine flows. This does not close the full survival or combat feature.
Work packages
ROAD-P02-01Evidence: Retain item-instance identity, nested containers, hand/worn/back equipment, quick-slot validation and server command checks from G3.2/G4.ROAD-P02-02Evidence: Retain L1810 world/held/back visuals and magazine load/install/cancel/unload/remove owner results; keep grip polish separate.ROAD-P02-03Remaining: Reconcile use, transfer, split and drop edge cases with the canonical inventory contract, including stale requests and full containers. Tools-folder Data Assets and world/held meshes are authored (ROAD-TOOLS-01–02). Remaining: pickups/icons (ROAD-TOOLS-03–04) andGrantedToolRoles(ROAD-TOOLS-14).ROAD-P02-04Remaining: Inventory the implemented survival rules versus the full-sim design; carry durable save work to P07 and full treatment/feedback work to P12.
Exit / acceptance: Every baseline inventory operation has an implementation/evidence reference or an explicit remaining task; no duplicate/lost item in owner multi-client regression. Baseline closure does not imply all survival effects are implemented.
Canonical specifications and detailed tasks: Inventory & Items FEAT-INVENTORY; Item IDs ITEM-DB; Held tools slice; Survival System FEAT-SURVIVAL; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION
Phase 03 — CommonUI, visual system and functional HUD baseline
ROAD-P03 Complete
Entry / dependencies: Existing G0/G1/G2/G3 baseline; completion is limited to recorded KBM scope.
Current evidence: TECH-HUD-UI-IMPLEMENTATION records completed G0/G1, core G2 and G3 tasks. MCP lists WBP_UIRoot, WBP_HUDRoot and HUD children. Physical Xbox/PlayStation checks remain outside this completed KBM baseline, tracked in P28; wet materials remain P12.
Work packages
ROAD-P03-01Complete: G0: retain approved visual tokens, 64-icon source kit, Thai-capable Google Sans and documented regression baseline.ROAD-P03-02Complete: G1: retain CommonUI root/layers, modal-first Back, cursor and gameplay-input restoration contracts.ROAD-P03-03Complete: Core G2: retain imported styles/fonts/icons and recorded Thai/English, HUD scale and safe-zone evidence.ROAD-P03-04Complete: G3: retain event-driven eight-stat HUD, hands/quick slots, compass/minimap, reticle, prompts and local screen effects; no hit/headshot/kill markers.
Exit / acceptance: Recorded baseline is closed within its evidence scope. Reopen only affected contracts after changes; do not reimplement completed tasks. Full controller and artwork acceptance are separate phases.
Canonical specifications and detailed tasks: HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; HUD & UI System FEAT-HUD-UI
Phase 04 — Core screens, death/respawn, pause and settings
ROAD-P04 Complete
Entry / dependencies: P03; corresponds to the complete G4 gate.
Current evidence: G4 is recorded closed on 2026-09-13. Seven task rows are Complete; UI-CORE-003 intentionally belongs to G4.2. Owner results cover Tab, map controls, death/bed/fresh spawn, pause and Settings. Sandbox town markers are not a production map.
Work packages
ROAD-P04-01Complete: UI-CORE-001/002: activatable inventory lifecycle and validated commands; keep new visual transfer layout in P05.ROAD-P04-02Complete: UI-CORE-004: full-map pan/zoom/center, category filters, ping and clipping; retain north-up minimap behavior.ROAD-P04-03Complete: UI-CORE-005/006: nested death bag, loot interaction, overlay reset, Last Bed and four-town Fresh Spawn test flow.ROAD-P04-04Complete: UI-CORE-007/008: multiplayer world-continues menu, standalone pause, staged Settings/Display Revert and language/font behavior; G4 Text Scale remains locked at 1.0.
Exit / acceptance: Owner-reported G4 exit evidence remains canonical in the UI task register. This gate is closed; do not merge G4.2 artwork into its completion claim.
Canonical specifications and detailed tasks: HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; HUD & UI System FEAT-HUD-UI
Phase 05 — Inventory UMG layout and texture integration
ROAD-P05 Complete
Entry / dependencies: P04 closed; G4.2 / UI-CORE-003 entered and completed.
Current evidence: G4.2 closed by owner-reported pass 2026-09-14. Night Ops replaced the former Rescue Equipment presentation while preserving the approved 36/64 hierarchy, responsive Worn flow and retained commands. The owner accepted the final visual correction plus drag, split, sort, drop, hand/Q1/Q2 and Player/Target transfer. Search failed and was removed by explicit owner decision; the owner then passed the field-free header and retained layout. Development Game/Editor builds, the field-free WBP_Inventory compile/save/readback, removal of Rescue references and focused non-PIE Inventory automation 3/3 pass.
Work packages
ROAD-P05-01Complete: Use the approved Character + Container Focus layout and three RawResource/UI/Inventory/UMG PNG sources.ROAD-P05-02Complete: Import textures with documented UI settings; assign panel/slot Box brushes and focus overlay.ROAD-P05-03Complete: Designer hierarchy, C++ layout/transfer,WBP_ContainerTransferreparent, and MCP compile/save against the rebuilt Editor.ROAD-P05-04Complete: Owner passed KBM Inventory/loot visual and retained-interaction flows plus the final Search-free header. Controller validation stays deferred.
Exit / acceptance: Complete. UI-CORE-003 passed its G4.2 exit checklist, including Take All/Transfer All presentation, focus, item-state preservation and final Search-free header. G4.3 may start.
Canonical specifications and detailed tasks: HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; HUD & UI System FEAT-HUD-UI; Inventory & Items FEAT-INVENTORY
Phase 06 — HUD and core-menu Night Ops presentation
ROAD-P06 Complete
Entry / dependencies: P05 / G4.2 is closed. Sequential closure of G4.3 / UI-HUD-018 followed by G4.4 / UI-MENU-001 is satisfied; P06 no longer blocks G5.
Current evidence: G4.3 owner-correction revision 3 and G4.4 Pause/Settings Option B feedback revision passed their complete owner PIE checklists on 2026-09-14. HUD revision 3 enforces equal hand-card sizing, square Quick Slots, four-segment Stats with exact current values, themed Weight and compact Compass spacing. G4.4 adds a 340×820 Pause tactical rail and 1480×820 Settings workbench without changing session/settings behavior; the owner-feedback revision removes visible world-continues warning copy and renders language choices white as English/ภาษาไทย while retaining internal en/th. The latest Editor build succeeds, headless non-PIE Lambeer.HUD passes 24/24, and both menu Widget Blueprints compile/save/read back cleanly.
Work packages
ROAD-P06-01Complete: Replace olive/brass chrome with the owner-directed Night Ops source/runtime strategy; preserve rejected ImageGen attempts outside the project.ROAD-P06-02Complete: Import six alpha textures with verified UI settings and caps; stage their canonical HUD bindings.ROAD-P06-03Complete: Native Night Ops stat/card/quick-slot/prompt/minimap/reticle/screen-effect presentation is compiled while preserving G3/G4 adapters and aim visibility; Editor build, non-PIE HUD automation 24/24 and all eight affected Widget Blueprint compile/save/readbacks pass.ROAD-P06-04Complete — owner-reported 2026-09-14: all G4.3 checks and the complete G4.4 Pause/Settings Option B dedicated-server/Standalone, Settings, stacking and responsive EN/TH matrix passed.
Exit / acceptance: Complete. G4.3 / UI-HUD-018 and G4.4 / UI-MENU-001 are closed; G5 may begin when authorized. World rain VFX and material wetness are still P12; presentation work alone does not complete them.
Canonical specifications and detailed tasks: HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; HUD & UI System FEAT-HUD-UI
Phase 07 — Durable player persistence and world index
ROAD-P07 Complete
Entry / dependencies: P06 before G5-dependent work; P00/P02 provide authority and item schemas. [CONFIRMED 2026-09-14] TBD-HUD-UI-003 is resolved: SP uses embedded NM_Standalone. Persistence policies live in TECH-NETWORK-ARCH.
Current evidence: Closed-Editor LambeerEditor Win64 Development compiled and linked. Headless non-PIE Lambeer.Persistence passed 6/6 with zero failures (report: Saved/Automation/P07Persistence) and Lambeer.HUD stayed 24/24. Runtime uses one SQLite database per world under Saved/Lambeer/Worlds/<id>/world.db. UE 5.8 SQLiteCore is compiled with SQLITE_OMIT_WAL, so crash-safety is committed BEGIN IMMEDIATE transactions plus the engine rollback journal rather than WAL. Dirty flush is 30 seconds of world-up time, with immediate flushes on logout, graceful shutdown, death-bag spawn, death itself, authored pickup collection and runtime world-drop spawn. In-memory backend remains only while no world is open. Player rows key on pie-{PIEInstance} for Preview clients. Map-placed AWorldItemPickup actors stay collected after pickup. A dead player record reopens spawn select instead of a locked corpse. Owner-reported pass 2026-09-14 on Dedicated Server + two Preview clients: restart/rejoin restored position/items, collected map pickups stayed gone, and a post-death save opened spawn select. P08 Main Menu / Save World Select screens remain out of this phase.
Work packages
ROAD-P07-01Complete: Retain ISaveBackend/USaveSubsystem as the persistence boundary; SQLite is installed only while a world is open.ROAD-P07-02Complete: Versioned SQLite schema v1, migrate-up / refuse-newer, integrity probe, 30-second dirty flush and critical flushes are implemented; automation covers schema, migrate/refuse, checksum and rollback.ROAD-P07-03Complete — owner-reported 2026-09-14: Capture/restore covers identity/appearance/transform/last bed, nested inventory/equipment/hands, survival, blood/wet, Q1–Q0 item-id refs, rain intensity, death bags and runtime drops with 24-hour remaining world-up despawn. Dead records restore spawn select. Collected map-placed pickup ids stay gone. Observed chamber/magazine knowledge is not saved. Player rows key on loginLambeerPlayerKey(pie-{PIEInstance}in PIE) instead of ephemeral Null-OSS ids.ROAD-P07-04Complete: Create/list/rename/delete/open and missing/corrupt/incompatible probes exist on USaveSubsystem; remembered-world pointer lives inULambeerUserSettings. Delete requires confirmation. P08 screens that consume the index remain out of P07.
Exit / acceptance: Complete. Owner restart/rejoin restored the selected player/world state without item loss or duplication; save/load and failure tests are retained. Building/vehicle/queue records must be added when those systems land.
Canonical specifications and detailed tasks: Network Architecture TECH-NETWORK-ARCH; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; Character Creation & Appearance FEAT-CHARACTER-CREATION
Phase 08 — Frontend, sessions and character entry
ROAD-P08 Partial
Animation follow-up, 2026-09-17: the requested grip/ShoulderAim progress, owner RMB observation and Procedural Recoil work are recorded in the owning P09 progress table, with P10 dependencies for shot/action events. P08 remains the frontend/session/character-entry phase; this cross-link does not change its acceptance scope.
Owner-reported Single Player frontend pass, 2026-09-16: Owner reported ROAD-P08-01 / UI-FE-001/UI-FE-003, ROAD-P08-03 / UI-FE-006/UI-FE-007, UI-FE-009, remaining Character Creation visual checks, and remaining persistence/restart/rejoin checks passed. Dedicated Null/LAN advertise, Server Browser join and Pause disconnect are implemented; owner reported extra-client first-time follow camera, dedicated Pause MENU/ONLINE SESSION without Save, Exit to Main Menu while the dedicated world and client 2 continue, restore without Character Creation, and Server Browser Refresh/Join. Steam metadata, Feedback URL and the production gameplay destination remain blocked on TBD-HUD-UI-004/ROAD-P08-04. G5 and P08 stay open.
Spawn recovery follow-up, 2026-09-15; owner-reported pass 2026-09-16: Owner confirms Continue skips creation but reports no character. The legacy saved origin collides with geometry. GameMode now recovers through PlayerStart and existing-character town selection, or explicitly refuses entry without overwriting the row if fallback fails. Canonical recovery behavior and acceptance. Closed-Editor build and 36/36 non-PIE checks pass; owner later reported Continue/town/move/save/restart passed.
Latest persistence correction, 2026-09-15; owner-reported pass 2026-09-16: Owner retest rejected the previous flush-only fix. Successful player writes were followed by a false Missing result because RestartPlayer read before OnWorldBeginPlay enabled periodic persistence. Early reads now use the selected database independently of that flag; unavailable storage refuses entry. PlayerController teardown saves before unpossessing and pawnless snapshots preserve prior records. See canonical diagnosis and regression coverage. Owner later reported Continue/restart persistence passed.
Entry / dependencies: P06 and P07; complete the existing G5 gate before later UI gates.
Current evidence: Owner selected P08 frontend Option C “Survivor Dossier” on 2026-09-15. Main Menu, Save World Select, session adapter/browser, character-entry state and native character-creation presentation are implemented. Unreal MCP compiled/saved/read back WBP_MainMenu, WBP_SaveWorldSelect, WBP_ServerBrowser and WBP_CharacterCreation. Owner PIE exposed and then verified fixes for the aliased world-probe path and invisible post-travel Character Creation root. Later visual, spawn-recovery and persistence corrections are recorded in the canonical creation and network documents. On 2026-09-16 the owner reported the remaining Single Player frontend, Character Creation visual and persistence/restart checks passed, then extra dedicated-client first-time follow camera, dedicated Pause MENU/ONLINE SESSION without Save, Exit to Main Menu while the dedicated world and client 2 continue, restore without Character Creation, and Server Browser Refresh/Join. UE 5.8 Play As Client starts a hidden dedicated instance; one-process PIE lists that host by listen port because Null FindSessions cannot see the same-process beacon. Steam/platform metadata, Feedback URL and the production gameplay destination remain blocked, so G5 and P08 remain open.
Work packages
ROAD-P08-01Complete — owner-reported 2026-09-16: Main Menu, Continue and Save World Select consume the P07 world index and surface missing/corrupt/incompatible reasons. Editor validation may fall back toL_Dev_Sandbox; packaged production destination stays with the deferredROAD-P08-04work.ROAD-P08-02Complete — owner-reported 2026-09-16: Online session adapter and Server Browser provide cancellable refresh, Official/Community metadata, favorites, ping/population, search/filters, join routing and explicit full/stale/version/timeout failures. Dedicated and listen persistable worlds advertise a Null/LAN session. One-process PIE lists those hosts by listen port because Null FindSessions cannot see the same-process beacon. UE 5.8 Play As Client starts that dedicated world automatically (hidden under one-process PIE). Owner reported Refresh/Join from the returned client after Exit to Main Menu. Development uses OnlineSubsystemNull; Steam/platform metadata stays withTBD-HUD-UI-004.ROAD-P08-03Complete — owner-reported 2026-09-16:WBP_CharacterCreationexists with native live preview controls; initial appearance commit is server-owned, starter-town selection follows first creation, and an existing character restores persisted state/position. Owner reported remaining visual, spawn-recovery and restart/rejoin checks passed, then extra dedicated-client first-time follow camera behind the pawn. Final environment assets and art lighting/time of day remain later content, not this package’s reopen.ROAD-P08-04Blocked: ResolveTBD-HUD-UI-004Steam metadata/Feedback URL and configure the production gameplay destination. Owner-reported Null/LAN Server Browser join is recorded onROAD-P08-02.
Exit / acceptance: G5 exit criteria pass with authoritative character-per-server identity and usable failure paths. The owner-accepted Single Player and Null/LAN dedicated session slice is not full G5 closure while deferred Steam/Feedback/production-map work remains.
Canonical specifications and detailed tasks: HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; Character Creation & Appearance FEAT-CHARACTER-CREATION; Servers & Hosting TECH-SERVERS-HOSTING
Phase 09 — Held-item grip, pose and body compatibility
ROAD-P09 Partial
Progress and remaining work — 2026-09-17
Status: Partial. The grip/animation foundation, placeholder file preparation and per-item hand-pose AnimBP wiring are complete; authored Pose Assets, animation binding, action playback and visual acceptance remain open; procedural recoil now has an event/debug implementation. Canonical current observation and diagnosis. Owner confirmed 2026-09-17 that each held item needs its own hand pose: TBD-INVENTORY-GRIP-003.
| Work | Current evidence / status | Remaining acceptance or integration |
|---|---|---|
| Grip and support IK | Implemented shared hand attachments, per-item grip transforms, body overrides, left-hand eligibility, two-handed support and opted-in one-handed firearm support in ShoulderAim. Owner reports the left hand now follows when RMB is held. MCP confirms L1810 now has an authored support target. | Review right/left grip and support contact on both bodies, wrist/fingers, elbow reach and moving/stance transitions. Support-target rotation is not currently consumed. Finger contact now requires per-item Pose Assets. This owner observation is not all-case acceptance. |
| Per-item hand pose | Owner confirmed 2026-09-17 that each item needs a specific finger pose; shared family Carry/ShoulderAim is not enough. Native RightHandPose / LeftHandPose on the item definition, AnimInstance publish of compatible Pose Assets plus first pose name, and ABP_Player Layered Blend on hand_r before support IK / hand_l after it landed the same day. Missing poses keep family fingers and do not refuse a hold. Closed-Editor native build and headless Lambeer.HUD 26/26 passed. | Owner authors first-slice Pose Assets (PA_{Item}_RH / PA_{Item}_LH). Agent may bind supplied assets through MCP. Trigger-finger Safe/Trigger is not this pass. No Pose Assets exist yet; no visual curl is claimed. |
| Layered animation foundation | Implemented native context/profile/override lookup and three ABP Layered Blend Per Bone branches for upper body/right arm/left arm, retaining locomotion, DefaultSlot, Control Rig and support IK. Prior native build, HUD 26/26 and ABP compile/save/readback passed. | Bind clips to real profile entries, review blend boundaries/transitions and ensure lower-body locomotion is preserved. No new build/PIE result is claimed by this documentation update. |
| Animation Sequence preparation | 69/69 planned names exist: 65 placeholder duplicates, three pre-existing correctly named sequences and one renamed Dual Stand. Matching Stand-first and owner-approved category fallbacks recorded with source metadata. | Replace placeholders with correct body/stance/action content. Stand copies for Crouch/Prone are explicitly temporary. Owner alone retargets/exports; agent may inspect and bind supplied assets. |
| Profile population (2026-09-17) | Saved 294 Carry/ShoulderAim entries across all six profiles, including 12 added Melee-family Sledgehammer ShoulderAim rows. Verified 42 compatible non-additive sequences, exact readback, unique keys and clean saved assets. Coverage and counts. | Owner selected Carry/ShoulderAim only; Attack Montage preparation is deferred. Owner forbids aiming with Item-family tools; right-hand precedence is confirmed and native client/server entry gating plus equipment-change cancellation are implemented. Closed-Editor build succeeded; HUD regression 26/26 (including family precedence) and HTML 43/43 passed. Reopened MCP confirms saved melee flags and 36 TwoHandedItem entries. Owner PIE is pending. Crowbar/FireAxe/WoodenMallet now have bMeleeWeapon=true, saved and read back through MCP. Placeholder replacement, remaining unapproved cases, action integration and owner visual/network PIE remain open. |
| RMB / ShoulderAim pose | Historical observation before profile population: owner sees support-hand motion but no apparent aim animation. MCP: L1810 references DA_AnimProfile_Pistol; profile Entries and item AnimationOverrides are empty. IK does not depend on finding a valid aim-pose entry. | Updated: approved supported/unsupported/dual weapon AimIdle/AimMove and Carry contexts are now populated; verify them visually. Verify selected Pose, layer Alpha and bMissingHeldPose for the owner's actual item/body/stance/gait. Do not rewrite IK to compensate for missing profile rows. |
| Attack presentation | Profile schema/action-content lookup and placeholder sequences exist. Dual one-handed melee uses one dedicated paired animation; mixed firearm/melee aim/actions prioritize the right hand. | Create/bind reviewed montages, slot routing, paired/independent action arbitration and interruption/contact curves. P10 owns authoritative attack events, damage/notify timing and gameplay decisions; placeholder preparation is not an implemented attack pipeline. |
| Shared Carry gait / ShoulderAim Walk-only | Owner confirmed one upper-body Carry pose across Walk/Jog/Run. Removed Gait from held-animation Context/lookup while retaining locomotion gait. ShoulderAim now selects Walk before sprint/input evaluation on authority and the owning client. Closed-Editor LambeerEditor Win64 Development succeeded; reopened MCP confirms Gait/Recoil absent and existing Pistol AimIdle/AimMove rows retained. HUD regression 26/26 passed with no errors/warnings. Owner movement/visual PIE remains pending. | Owner verifies RMB from Jog/Run, Shift while aiming, toggle-off-to-normal movement and Dedicated Server + two clients. Keep existing crouch/prone speed limits. Remove duplicate profile rows previously differing only by Gait. |
| L1810 sight alignment | Owner-authored SightReference and standing/right/supported ADS pose; opt-in camera-driven arm IK, wrist alignment and per-gun trial sway. Calibration contract. | Owner visual/network acceptance; other stance/topology ADS content and optics remain separate. |
| Procedural Recoil | Arms/weapon event and debug implementation, with independent hands and per-item trial settings. Deleted 15 unreferenced legacy recoil placeholders. Runtime contract and tuning. | Owner visual/network acceptance and tuning; P10 must call NotifyWeaponShot after an authoritative confirmed shot. Camera feedback and slide/bolt remain separate. |
| P09 RMB / view refactor | Owner confirmed toggle aim, camera-follow bodycam intent, retained aim on view switch, and melee/unarmed toggles. Native state/input refactor built successfully; HUD automation 27/27 and HTML 45/45 passed. MCP confirmed mappings and compiled/saved the character and AnimBP; owner PIE remains pending. Contract and validation. | Owner confirms no ADS pose/sight reference exists. Author and bind first-person aim content, calibrate sight alignment/sway, then owner visual/network PIE. P09 remains open. |
| Shared Carry / Aim actions | Owner confirmed one pose for idle/movement. Runtime/enum consolidation complete; profiles 294 → 147 using Idle clips, nine unused Carry Move assets removed after referencer checks. Native build, HUD27/27, profile readback and ABP compile/save passed. Migration and authoring. | Owner PIE validates shared held poses while starting/stopping movement, stance changes and both aim views. |
| Validation / phase closure | File/class/skeleton/save validation and documentation checks passed in their recorded passes. Latest RMB observation is owner-reported; no agent PIE. | Owner tests approved bodies, Carry/ShoulderAim, standing/crouch/prone, permitted gaits/sprint, hand occupancy changes, paired melee, each firing hand and Dedicated Server + two clients. Record only observed passes. Keep P09 open until content and behavior meet acceptance. |
Recommended execution order: profile binding and aim-pose verification → per-item hand Pose Assets with grip/contact review (offset without finger pose is provisional) → montage/action integration → procedural recoil and current-frame support solve → full owner visual/network acceptance. ABP hand-pose blends are already wired. P10 shot/action gameplay contracts remain dependencies; exact buttons, recoil values and combat tuning are not invented.
Entry / dependencies: P01/P02; before final combat animation/content acceptance.
Historical grip-slice evidence (2026-09-16; current status above): The owner approved the shared character grip references, per-item placement/pose and body-specific corrections architecture on 2026-09-12, then the integration contract on 2026-09-16 under TBD-INVENTORY-GRIP-002. ROAD-P09-03 implemented those fields on ULambeerItemDefinition, KeepWorld attach, unauthored-left refusal, bone fallback, distinct inspect pivots, and ABP_Player Two Bone IK on hand_l. Headless Lambeer.HUD 25/25. First-slice Data Assets still store identity grips. Owner PIE and retargeted clips remain ROAD-P09-04.
Work packages
ROAD-P09-01Complete: Retain the approved firearm, melee and physically held inspection scope; rigid items can remain Static Meshes. The Tools-folder Crowbar, FireAxe, Sledgehammer and WoodenMallet meshes are in that rigid-item scope; functional melee may use the currenthand_r/hand_lattach until this phase’s mappings land.ROAD-P09-02Complete — 2026-09-16: Owner resolved socket names, item-definition transform storage, KeepWorld scale, left-hand eligibility, Two Bone IK and missing-socket fallback in FEAT-INVENTORY. Numeric grip offsets are still unauthored.ROAD-P09-03Complete — 2026-09-16: ImplementedRightGripRelative/ optionalLeftGripRelative/ optionalSupportHandTarget/ optional PresetId overrides; KeepWorld attach; refuse unauthored left-hand holds; bone fallback when a socket is missing; AnimBP Two Bone IK to the support target for two-handed items; keep UI preview pivots distinct. HeadlessLambeer.HUD25/25 includingLambeer.HUD.Backend.GripContract. MCP compiled and savedABP_Player. No invented offset numbers; first-slice assets remain identity. Owner PIE is not claimed.- P09 expanded animation scope — 2026-09-16, foundation implemented / content pending: owner requests all-pose Carry/ShoulderAim/Attack/Fire layers, independent firearm hands, right-only mixed firearm/melee actions, shared animation profiles and per-item overrides. Design, folder/file plan and implementation status; Editor offset calibration guide. Native profile/context lookup, item overrides, free-left ShoulderAim support eligibility and three ABP Layered Blend nodes are implemented. Six empty profile assets are saved. Native build and HUD 26/26 passed; ABP compile/save/readback passed. ROAD-P09-03 retains its historical grip-slice completion; clips, measured grips, action/recoil playback and owner visual acceptance remain open.
- P09 placeholder authoring — 2026-09-16: owner authorized temporary Stand-to-other-stance copies and explicit fallback sources. Sequence provenance and current completion status. Copied Fire aim poses are non-additive placeholders; no recoil behavior or final stance acceptance is implied.
ROAD-P09-05Complete — 2026-09-17: Per-item hand pose runtime. Native Pose Asset fields, first-pose-name publish andABP_PlayerLayered Blend for right fingers before support IK and left fingers after it. Closed-EditorLambeerEditor Win64 Developmentand headlessLambeer.HUD26/26 (report:Saved/Automation/P09HandPoseNames). MCP compiled/savedABP_Playerand read backhand_r/hand_lBranchFilters. No Pose Assets were created or bound. Canonical contract:TBD-INVENTORY-GRIP-003.ROAD-P09-04User-only: Owner supplies required retargeted animations and per-item hand Pose Assets, and verifies selected bodies/items across hands, aim and movement; agent validates and binds assets through MCP.
Exit / acceptance: Selected slice equipment has stable placement and hand contact on approved bodies with explicit world-scale behavior; unsupported combinations fail according to the approved contract.
Canonical specifications and detailed tasks: Inventory & Items FEAT-INVENTORY; Combat System FEAT-COMBAT; Held tools slice; Art Direction & MetaHuman Pipeline ART-DIRECTION
Phase 10 — Authoritative firearm, melee and thrown combat
ROAD-P10 Partial
Entry / dependencies: P00/P01/P02/P09; resolve combat decisions before implementing the affected action.
Current evidence: Aim and instant GAS damage paths exist, as do firearm/magazine rule helpers. Tools-folder Static Meshes exist; Sledgehammer is an owner-passed hold/throw/two-hand/reticle item. This audit did not establish a complete firing/melee attack pipeline or its owner acceptance; console damage and melee reticle are not a gunplay test. Class and Data Asset work for the first melee set is specified in held tools slice.
Work packages
ROAD-P10-01Blocked: Finalize the selected weapon firing model and open per-hand/dual-wield/improvised-object action rules in the combat specification; no example damage/RPM becomes approved tuning. Slice melee numeric fields areTBD-COMBAT-MELEE-001.ROAD-P10-02Remaining: Connect valid fire input, ammo/chamber consumption, authoritative hit/damage and recoil/aim presentation for the selected slice firearm set.ROAD-P10-03Remaining: Implement the Tools-slice melee pipeline in ROAD-TOOLS-05–10 (shared combat component + GAS ability; no per-item subclass). Combat-usable world-prop strike/throw remains a separate catalog under the improvised-weapon rules and is not implied by the Tools folder.ROAD-P10-04User-only: Owner verifies hits/misses, cover, lethal/nonlethal damage, remote views and rejected invalid actions on dedicated server + two clients, including the four Tools-slice items once they are registered.
Exit / acceptance: Selected guns and melee/throw actions form a playable combat loop with no client-authored damage or UI hit/headshot/kill markers. Wider weapon content remains P20/P27. Tools harvest/build/raid extras stay out of this P10 exit (ROAD-TOOLS-11–13). Tool-role vocabulary is resolved in FEAT-INVENTORY.
Canonical specifications and detailed tasks: Held tools slice; Combat System FEAT-COMBAT; Weapon Customization (Workbench & Field) FEAT-WEAPON-CUSTOMIZATION; Blood Visual (Stains, World Feedback, HUD) FEAT-BLOOD-VISUAL; Inventory & Items FEAT-INVENTORY
Held tools slice — Crowbar, FireAxe, Sledgehammer, WoodenMallet
ROAD-TOOLS Not started Planning IDs only; not a new P00–P31 phase.
This slice makes the four Static Mesh items under /Game/Lambeer/Items/Tools/ usable as held melee. It does not add a numbered phase and does not authorize implementation by itself. Catalog work is P02; grip polish is P09; the attack pipeline is P10. Tool roles are resolved in TBD-INVENTORY-TOOLS-001. Harvest nodes, build-mode, vehicle-repair kit items, and raid-tool damage stay in ROAD-TOOLS-11–13 / P16 / P17 / P23. Numeric melee fields stay out until TBD-COMBAT-MELEE-001 is resolved. Do not invent damage, stamina, swing time, or durability-per-hit.
Architecture — confirmed in FEAT-INVENTORY: every item remains a ULambeerItemDefinition Data Asset. Do not create UCrowbar, UFireAxeItem, USledgehammerActor or a component per mesh. Type is ELambeerItemType plus flags and GrantedToolRoles on the shared definition.
Scope
- In: register the four Tools meshes as inventory items; pick up, hold, holster when authored, throw with existing throw contract; one authoritative melee strike that consumes stamina, can damage living targets through GAS, reduces durability, and stains on a damaging hit per FEAT-BLOOD-VISUAL.
- Out: per-item C++ subclasses; firearm fire; combat-usable world props (chair/microwave catalog); harvest/woodcutting nodes; building placement; raid HP vs structures; light/heavy/block/parry until those combat recommendations are approved; grip animation polish (P09); Use-from-inventory consume effects.
Verified content versus remaining content
MCP inspection 2026-09-15 of Tools meshes and Data Assets. All four DA_Item_* assets are saved (is_dirty false). Numeric melee fields remain out until TBD-COMBAT-MELEE-001.
| Content folder | Verified mesh package | Data Asset / ItemId | Current playable behavior |
|---|---|---|---|
| Crowbar | /Game/Lambeer/Items/Tools/Crowbar/SM_Crowbar | DA_Item_Crowbar / Item.Weapon.Crowbar | World/held mesh bound. One-handed, holster, throw. bMeleeWeapon false. Bounds ~460 cm longest axis (oversized import). Custom collision present. Not a melee attack. |
| FireAxe | /Game/Lambeer/Items/Tools/FireAxe/SM_FireAxe | DA_Item_FireAxe / Item.Weapon.FireAxe | Registered 2026-09-15. ItemType Weapon. Prototype stack/durability/weight/throw copied from Crowbar. No icon. Bounds ~393 cm (oversized import). Custom collision present. Role ChopWood not authored. |
| Sledgehammer | /Game/Lambeer/Items/Tools/Sledgehammer/SM_Sledgehammer | DA_Item_Sledgehammer / Item.Weapon.Sledgehammer | Two-handed, melee-reticle, holster, throw; owner-reported 2026-09-09. Mesh package Sledgehammer is a redirector to SM_Sledgehammer. No swing/hit/damage. |
| WoodenMallet | /Game/Lambeer/Items/Tools/WoodenMallet/SM_WoodenMallet | DA_Item_WoodenMallet / Item.Weapon.WoodenMallet | Registered 2026-09-15. ItemType Weapon. Prototype fields copied from Crowbar. No icon. Bounds ~42 cm. Custom collision present. Role Hammer not authored. |
[CONFIRMED 2026-09-15] Data Assets exist at /Game/Lambeer/Core/Data/Items/DA_Item_FireAxe (Item.Weapon.FireAxe, Weapon) and DA_Item_WoodenMallet (Item.Weapon.WoodenMallet, Weapon). Existing Crowbar/Sledgehammer ItemIds are unchanged. Tool-role tags are still not on the definitions: FEAT-INVENTORY.
Runtime to reuse versus classes to add
Names in the “Add” column are planning names. They are not present in Source/Lambeer today and must not be cited as existing types.
| Need | Reuse (exists) | Add (planned, shared) | Do not add |
|---|---|---|---|
| Item identity, stack, durability field, throw, hands, back holster | ULambeerItemDefinition, FInventoryStack, UInventoryComponent, UEquipmentComponent, UHeldItemComponent, AWorldItemPickup | Melee fields on the existing definition after TBD-COMBAT-MELEE-001 (damage, swing timing, stamina cost, trace/reach as decided there). Optional helper namespace LambeerMeleeRules mirroring firearm/magazine helpers. | Subclass per tool mesh |
| Authoritative strike | ULambeerAttributeSet Health/Stamina; ULambeerInstantDamageGameplayEffect; ULambeerAbilitySystemLibrary::ApplyDamage | UCombatComponent on the character as already named in FEAT-COMBAT; one UGameplayAbility for the slice strike (planning name UGA_LambeerMelee). Heavy/block stay recommendations until approved. | Per-item ability class; client-authored damage |
| Input | Existing Enhanced Input / throw / interact | A dedicated attack Input Action mapped for dedicated-server clients. Exact key is owner/settings work; do not treat a guessed bind as canonical. | PlayerController Exec as the production attack path |
| Presentation | Melee reticle via bMeleeWeapon; held Static Mesh attach | Montage/notify driven from the ability after owner-supplied clips (user-only retarget). Blood stain application is P12 presentation plus P10 damage success. | Hit/headshot/kill markers |
| Harvest / build / raid extras | None for tools | Roles assigned: FireAxe ChopWood, WoodenMallet Hammer, Crowbar Pry, Sledgehammer Sledge. Harvestable actor/component still needs a later phase (ROAD-TOOLS-11); UBuildComponent in P16 (ROAD-TOOLS-12); raid damage types in P17 (ROAD-TOOLS-13). VehicleRepair kit items have no ItemIds yet. | Treating folder names as roles; implementing chop/build/raid from this slice’s melee exit |
Work packages
Each ID is stable. Parent phase packages stay at four items; these rows are the detailed breakdown.
| ID | Parent | Status | Work | Depends on |
|---|---|---|---|---|
ROAD-TOOLS-01 | P02-03 | Complete — 2026-09-15 | Created/saved ULambeerItemDefinition Data Assets DA_Item_FireAxe and DA_Item_WoodenMallet with owner-approved IDs Item.Weapon.FireAxe / Item.Weapon.WoodenMallet, ItemType Weapon. No C++ placeholder stubs were added. | IDs/types confirmed in TBD-INVENTORY-TOOLS-001. |
ROAD-TOOLS-02 | P02-03 | Complete — 2026-09-15 | Assigned WorldMesh/HeldMesh on Crowbar, FireAxe, WoodenMallet and confirmed Sledgehammer via MCP readback. All four meshes have customized collision. Crowbar (~460 cm) and FireAxe (~393 cm) imported bounds are oversized versus handheld scale; recorded, not rescaled. | ROAD-TOOLS-01 for new assets; Crowbar DA already existed. |
ROAD-TOOLS-03 | P02-03 | Remaining | Pickup Blueprints from AWorldItemPickup and sandbox placement, matching the existing Sledgehammer test pickup pattern. Quantity 1, full durability when the definition tracks it. | ROAD-TOOLS-02 |
ROAD-TOOLS-04 | P02-03 | Remaining | ITEM-DB refreshed 2026-09-15 from Editor readback of the four Tools Data Assets. Remaining: inventory icons for FireAxe and WoodenMallet (do not invent art); pickup fixtures are ROAD-TOOLS-03. | ROAD-TOOLS-01–03 |
ROAD-TOOLS-14 | P02-03 | Remaining | Add GrantedToolRoles (FGameplayTagContainer) on ULambeerItemDefinition, native Tool.Role.* tags, and a shared Held vs Inventory AND helper (planning name LambeerToolRoleRules). Author tags on Crowbar (Pry), Sledgehammer (Sledge), Scissor (Cut), FireAxe (ChopWood), WoodenMallet (Hammer). Do not implement ChopTree nodes, build mode, or vehicle-repair items here. | TBD-INVENTORY-TOOLS-001 resolved; ROAD-TOOLS-01 for new assets |
ROAD-TOOLS-05 | P10-01 | Blocked | Resolve TBD-COMBAT-MELEE-001: per-item or shared slice values for damage, stamina cost, swing/recover time, hit trace/shape/range, durability loss per connecting hit, and interruption. Record approved numbers only in FEAT-COMBAT / the Data Assets, not as hidden constants copied from examples. | Owner decision |
ROAD-TOOLS-06 | P10-03 | Remaining | Add the approved melee fields to ULambeerItemDefinition (or a nested struct on that class). Keep bMeleeWeapon. Author the four slice assets. Dual-wield eligibility stays data-driven handedness; two-handed occupancy already exists. | ROAD-TOOLS-05; P02 catalog |
ROAD-TOOLS-07 | P10-03 | Remaining | Implement UCombatComponent and UGA_LambeerMelee (planning names). Grant the ability on the character ASC. Server validates: living pawn, matching held stack, bMeleeWeapon, stamina, not throwing, not dead. Reject autonomous-proxy damage RPCs that skip the ability. | ROAD-TOOLS-06; P00/P01 pawn/ASC |
ROAD-TOOLS-08 | P10-03 | Remaining | Authoritative hit detect on the server, apply GAS damage, reduce held-item durability, spend stamina, cancel on death/swap/throw/move rules as decided. Connecting hits that damage living targets set item BloodAmount per FEAT-BLOOD-VISUAL; material look remains P12. | ROAD-TOOLS-07; P12 for visible blood/wet materials |
ROAD-TOOLS-09 | P10-03 | Remaining | Input Action + IMC mapping that works on dedicated-server clients (CheatManager lessons do not apply to Enhanced Input, but client prediction vs server confirm must). Montage/notify after owner clips exist; a no-anim functional strike is allowed only if the owner accepts it as an interim, recorded as such. | ROAD-TOOLS-07; P09 clips are user-only |
ROAD-TOOLS-10 | P10-04 | User-only | Owner PIE: Dedicated Server + two clients. Pickup each of the four items, hold left/right/two-hand as authored, reticle, strike hit/miss, stamina/durability, throw still works, no duplicate stacks, remote viewers see the strike and damage, invalid client hits rejected. Agent records only owner-reported results. | ROAD-TOOLS-08–09; Editor rebuild after C++ |
ROAD-TOOLS-11 | — | Blocked | ChopTree: held Tool.Role.ChopWood (FireAxe). Requires a harvestable world actor/component and a later numbered phase; do not reuse P00–P31. Woodcutting skill remains P21 and does not replace the role. | ROAD-TOOLS-14; harvestable-node phase; P15/P21 as applicable |
ROAD-TOOLS-12 | P16 | Remaining | Build place/upgrade/repair/demolish: held Tool.Role.Hammer (WoodenMallet). Authorize does not require Hammer. Uses planned UBuildComponent; not part of P10 exit. | ROAD-TOOLS-14; P16 |
ROAD-TOOLS-13 | P17 | Blocked | Raid/structure damage types for these tools. Future actions may require Pry, Sledge, or ChopWood. Tool/cost balance remains TBD in FEAT-PVP-RAIDING-TRADING. Not part of P10 exit. | P17; P10 melee exists; raid-cost TBD |
Sequence
- P02 catalog (ROAD-TOOLS-01–04, ROAD-TOOLS-14) can proceed with the approved FireAxe/WoodenMallet IDs and tool-role tags; melee numbers are not required for catalog.
- P10 melee (ROAD-TOOLS-05–10) requires catalog + TBD-COMBAT-MELEE-001. Current
hand_r/hand_lattach plus identity grips is enough for a functional strike; P09 visual calibration and owner PIE are not a P10 code blocker but are required before visual combat acceptance. - P09 owner retargeted swing/idle clips before calling the slice visually done.
- ROAD-TOOLS-11–13 never start from mesh names alone. Roles are assigned; world harvest, build mode, and raid numbers still wait on their owning phases.
Acceptance — melee increment
- All four items exist as Data Assets with stable IDs, meshes and
bMeleeWeapon. - Dedicated Server + two clients: pick up, hold, authored two-hand occupancy, throw conservation, holster if tagged.
- A valid strike damages only via server GAS; stamina and durability change as authored; misses spend the approved cost or not as decided in TBD-COMBAT-MELEE-001.
- Remote clients show the same held item and cannot apply damage locally.
- No hit/headshot/kill markers. Melee reticle follows the existing HUD contract.
- C++ tests cover helper rules (eligibility, cost rejection, empty-hand reject) without requiring PIE.
Canonical specifications: FEAT-INVENTORY; FEAT-COMBAT; ITEM-DB; FEAT-BLOOD-VISUAL; FEAT-BUILDING; FEAT-PVP-RAIDING-TRADING; DEC-BACKLOG.
Phase 11 — Weapon customization, inspection and repair
ROAD-P11 Partial
Entry / dependencies: P08/P09/P10; G6 weapon tasks UI-SYS-005/006 follow backend readiness.
Current evidence: G3.2 records owner-passed L1810 magazine handling. Full attachment categories, workbench UI, advanced magazine planner, durability/repair and their integrated acceptance remain open.
Work packages
ROAD-P11-01Evidence: Preserve existing magazine-as-item and chamber state; do not recreate the already tested L1810 flow.ROAD-P11-02Remaining: Implement compatible attachment install/remove and replicated meshes for the canonical slot types; add laser/light behavior with later AI-awareness integration.ROAD-P11-03Remaining: Build workbench/3D inspect and magazine planner; server sequence must match Head/Loop/Tail preview and reject incompatible ammunition.ROAD-P11-04Remaining: Connect durability and repair actions to approved kits/salvage and inventory costs; verify cancellation, hands, transfers and save/reload.
Exit / acceptance: Selected slice weapon customization and repair work end to end without lost/duplicated attachments or ammunition. Rail-position/stock-length depth stays in P21.
Canonical specifications and detailed tasks: Weapon Customization (Workbench & Field) FEAT-WEAPON-CUSTOMIZATION; Inventory & Items FEAT-INVENTORY; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION
Phase 12 — Full survival effects, world blood and rain presentation
ROAD-P12 Partial
Entry / dependencies: P02/P07/P10; material mappings and unresolved survival treatment/tuning must be approved before dependent work.
Current evidence: Owner evidence covers bed sleep, eight HUD bars and local rain-lens/shelter checks. UI-HUD-017 wet-material mapping is explicitly deferred; current materials lack WetAmount and rain VFX remains unauthored. The full disease/treatment simulation is not certified.
Work packages
ROAD-P12-01Remaining: Finish approved hunger/thirst/temperature, injury, bleeding/infection/broken-bone and treatment rules; resolve unresolved probabilities/thresholds in survival docs.ROAD-P12-02Remaining: Integrate food/water/medical item use, shelter/clothing/heat and persistent status recovery across death/rejoin as designed.ROAD-P12-03Blocked: Author approved BloodAmount/WetAmount material mappings and world blood/rain VFX; preserve no-hit-marker and clear-view policies.ROAD-P12-04User-only: Owner verifies damage-to-world/mesh/HUD feedback, infection/treatment, shelter/exposure and reset behavior; distinguish visual checks from GAS simulation checks.
Exit / acceptance: The selected survival loop can be played, treated and restored after restart; world/mesh effects and HUD are individually accepted, with no placeholder mapping presented as approved tuning.
Canonical specifications and detailed tasks: Survival System FEAT-SURVIVAL; Blood Visual (Stains, World Feedback, HUD) FEAT-BLOOD-VISUAL; Wetness and Rain FEAT-WETNESS-RAIN
Phase 13 — World production decision and streaming prototype
ROAD-P13 Not started
Entry / dependencies: P00/P01 profiling baseline. TBD-WORLD-002 is resolved: limited proof area first. The bounded brief is the fictional Kit Proof Town. Final 100 km² lock remains TBD-WORLD-001 / WORLD-C10 and does not block this phase.
Current evidence: World concept is detailed but explicitly does not certify runtime implementation. MCP lists L_Dev_Sandbox and L_MainMenu; neither proves the authored seven-settlement World Partition target exists. Kit Proof Town is a documentation brief, not a verified map asset.
Work packages
ROAD-P13-01Complete: Owner confirmed limited proof area first on 2026-09-13 under TBD-WORLD-002. Preserve the final seven-settlement/island target for P24–P26.ROAD-P13-02Remaining: Author a measured Kit Proof Town blockout using the 2026-09-15 world decisions: unlocked 100 km² baseline, no-build volumes, no travel-time targets, and above-ground/underground floor caps. Do not lock landscape production untilWORLD-C10.ROAD-P13-03Remaining: Build the Kit Proof Town modular test block with World Partition/Data Layer/HLOD, interior visibility, navigation, shelter and loot integration evidence, including the 3–4 storey building plus one basement and the P13 no-build test set.ROAD-P13-04Remaining: Profile dense interiors, streaming boundaries and server relevancy before multiplying environment content; document kit and POI handoff contracts.
Exit / acceptance: Production order is approved; owner still approves the measured world blockout direction. Prototype streaming/navigation/shelter results exist; no full-map completion follows from a sandbox map or from Kit Proof Town.
Canonical specifications and detailed tasks: World Design FEAT-WORLD-DESIGN; Scope & Constraints GDD-SCOPE-CONSTRAINTS; Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING
Phase 14 — Zombie AI and bounded encounter slice
ROAD-P14 Not evidenced
Entry / dependencies: P10/P12/P13; final AI architecture/tuning follows canonical decisions.
Current evidence: StateTree modules are enabled, but this audit found no Lambeer zombie gameplay source or named zombie/StateTree asset in the inspected /Game/Lambeer registry. Imported/template content elsewhere was not audited as implemented game AI.
Work packages
ROAD-P14-01Remaining: Implement the selected baseline zombie types with authoritative health/damage and data-owned stats; finalize the StateTree recommendation before relying on it.ROAD-P14-02Remaining: Build patrol/wander, sight/hearing investigation, chase, attack, lose-target and return behaviors with navigation failure handling.ROAD-P14-03Remaining: Implement region density/global server multiplier, active spawn caps and relevancy/AI LOD; integrate firearm/light/noise awareness.ROAD-P14-04User-only: Owner validates selected encounters in interiors/outdoors and on two clients; retain server profiling and exploit/unstuck findings.
Exit / acceptance: A bounded selection of normal zombies threatens players, navigates the prototype area and respects measured caps; roster/boss expansion is separate.
Canonical specifications and detailed tasks: Zombie Design FEAT-ZOMBIE-DESIGN; Zombie & Boss Roster CHAR-DB-ZOMBIES; Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING
Phase 15 — Crafting queues and station production
ROAD-P15 Not started
Entry / dependencies: P02/P07/P08; G6 UI-SYS-001/002. Resolve queue destruction overflow before dependent implementation.
Current evidence: G6 marks persistent crafting queues Blocked and the crafting screen Not started. No crafting gameplay component/service was found in Source/Lambeer.
Work packages
ROAD-P15-01Remaining: Author approved recipe/blueprint/station data and discovery/unlock contracts without inventing economy values.ROAD-P15-02Remaining: Implement player/station queues with immediate reservation, source-specific inventory availability and cancel refunds.ROAD-P15-03Blocked: Resolve TBD-HUD-UI-005 destruction/overflow behavior; preserve queues through leave/logout/restart and handle missing outputs safely.ROAD-P15-04Remaining: Implement searchable recipe/detail/queue UI and validate queue ordering, concurrent access, full outputs and interrupted sessions.
Exit / acceptance: Player and station recipes consume exactly once, produce/refund correctly and persist; screens report authoritative availability and queue state.
Canonical specifications and detailed tasks: Crafting & Progression FEAT-CRAFTING-PROGRESSION; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; Network Architecture TECH-NETWORK-ARCH
Phase 16 — Building placement, ownership and minimal base kit
ROAD-P16 Not started
Entry / dependencies: P02/P13/P15; G6 UI-SYS-003/004. No-build categories and shapes are resolved in TBD-WORLD-003; per-volume buffer meters are authored during blockout.
Current evidence: UI register lists building backend Not started and radial widgets User-only. No building gameplay implementation was found in inspected Lambeer source/registry.
Work packages
ROAD-P16-01Remaining: Select and author the minimal canonical piece/deployable set with costs, collision and snapping; keep exact catalog/tuning in the building specification. Place/upgrade/repair/demolish require heldTool.Role.Hammer(WoodenMallet) perFEAT-INVENTORY; Authorize does not.ROAD-P16-02Remaining: Implement client preview and server placement validation for range, support, obstruction, exclusions, rotation and resource spend.ROAD-P16-03Remaining: Implement base ownership/build privilege and Upgrade/Repair/Demolish/Authorize commands with tier state; add player-built door/window built-in lock state and installed Lock-item support on doors, windows and Player-built Storage perFEAT-LOCK-ACCESS.ROAD-P16-04Remaining: Connect build-selection/action radials and invalid-placement reasons; owner verifies remote visibility and hostile invalid requests.
Exit / acceptance: A player can construct and maintain a small valid base; clients cannot bypass placement or duplicate resources. Durable restart and raid destruction close in P17.
Canonical specifications and detailed tasks: Building System FEAT-BUILDING; Lock & Access FEAT-LOCK-ACCESS; Inventory & Items FEAT-INVENTORY; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; World Design FEAT-WORLD-DESIGN
Phase 17 — Base persistence, raid damage and recovery
ROAD-P17 Not evidenced
Entry / dependencies: P07/P10/P16; agree applicable raid rules before tuning them.
Current evidence: The existing save backend is memory-only and no building store/raid system was evidenced. Death-bag completion is not base persistence.
Work packages
ROAD-P17-01Remaining: Extend versioned SQLite records to buildings, storage, ownership/privilege and structural relationships.ROAD-P17-02Remaining: Implement authorized raid damage, repair/destruction, container fallout, lifecycle cleanup and Lockpick against every confirmed lockable building/container target. Type-specific raid damage for Crowbar/FireAxe/Sledgehammer is follow-on work under ROAD-TOOLS-13, not implied by P10 melee.ROAD-P17-03Remaining: Make save/restore and destruction consistent so restart cannot resurrect demolished pieces, reroll initial lock state, lose/duplicate installed Lock items or duplicate stored loot.ROAD-P17-04User-only: Owner tests two-client raid, contested storage, death, restart, recovery and invalid authority; preserve database/build evidence.
Exit / acceptance: A constructed base and its complete storage survive restart; valid raids change durable state exactly once and recover without duplication.
Canonical specifications and detailed tasks: Building System FEAT-BUILDING; Lock & Access FEAT-LOCK-ACCESS; PvP, Raiding & Trading FEAT-PVP-RAIDING-TRADING; Network Architecture TECH-NETWORK-ARCH
Phase 18 — First boss, component reward and permanent buff
ROAD-P18 Not evidenced
Entry / dependencies: P07/P10/P14/P15; G6 boss presentation UI-SYS-010.
Current evidence: Boss roster/loop are documented; no implemented boss encounter, durable first-kill award service or completed boss HUD was evidenced.
Work packages
ROAD-P18-01Remaining: Author one selected boss encounter and fixed POI with telegraphs, weak points and server-owned lifecycle.ROAD-P18-02Remaining: Implement authoritative eligibility, component reward and once-only first-kill permanent buff; persist award identity and restore it.ROAD-P18-03Remaining: Connect boss component to a craftable weapon recipe and confirm the reward loop uses the existing inventory/crafting services.ROAD-P18-04Remaining: Implement boss health/inspected respawn-state presentation; owner tests repeat kills, multiple eligible players, interrupted fights and restart.
Exit / acceptance: The owner can hunt the boss, receive the correct component and first-kill buff, craft the reward weapon and retain state after restart without duplicate permanent awards.
Canonical specifications and detailed tasks: Zombie Design FEAT-ZOMBIE-DESIGN; Crafting & Progression FEAT-CRAFTING-PROGRESSION; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION
Phase 19 — Squad cooperation and communication
ROAD-P19 Not started
Entry / dependencies: P08/P18 and the specific group/chat/voice backend dependencies. Owner approved G7 squad work before unrelated G6 Skills/Vehicles; G6 need not close as a whole first.
Current evidence: UI-SOC tasks are Blocked/Not started/User-only. Map ping exists, but that does not prove squad membership, text chat or voice services.
Work packages
ROAD-P19-01Blocked: Resolve applicable group authority/name/log rules in TBD-HUD-UI-007 before shared group service work.ROAD-P19-02Remaining: Implement squad create/invite/accept/leave, authoritative membership and group-context map ping without adding a persistent squad-roster HUD.ROAD-P19-03Remaining: Implement canonical Server/Proximity/Squad chat and voice/PTT/mute/block states with membership validation and focus-safe screens.ROAD-P19-04User-only: Owner tests invitations, disconnect/rejoin, rejected actions and boss co-op; record available voice/device evidence and explicit unavailable states.
Exit / acceptance: Players can coordinate in the selected group flow with server-validated permissions. Clan territory depth is P22; the approved per-system G6/G7 sequencing retains each task’s own acceptance.
Canonical specifications and detailed tasks: Clans & Squads FEAT-CLANS-SQUADS; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; HUD & UI System FEAT-HUD-UI
Phase 20 — Integrated core-loop acceptance
ROAD-P20 Not evidenced
Entry / dependencies: P00–P19 exits and only the G6/G7 tasks needed for this slice; owner approved per-system dependency scheduling. Use the Kit Proof Town limited area approved under TBD-WORLD-002; P24–P26 expansion follows this acceptance.
Current evidence: Several foundational loops have owner results, but the complete join → survive → loot → build → boss → craft → death/raid → restart loop has no accepted evidence in this audit.
Work packages
ROAD-P20-01Remaining: Assemble the selected guns/melee, zombies, boss, recipes, base kit, survival and squad flow into the approved test geography.ROAD-P20-02Remaining: Verify slice-required crafting/building/weapon/boss/squad UI tasks and their backend acceptance. Keep later Skills, Vehicles and clan-depth tasks open; do not claim the whole G6/G7 groups are complete.ROAD-P20-03User-only: Owner plays the complete dedicated-server loop with two clients and restart; record fun/readability defects as well as correctness failures.ROAD-P20-04Remaining: Close blocking defects and capture baseline CPU/GPU/memory/network/loading evidence; make the scope/go-forward decision explicit.
Exit / acceptance: The complete loop is owner-accepted with durable player/base state, loss/recovery and boss rewards. This is an acceptance milestone, not a new giant implementation phase.
Canonical specifications and detailed tasks: Core Gameplay Loop FEAT-CORE-LOOP; Scope & Constraints GDD-SCOPE-CONSTRAINTS; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; Risk Register PROD-RISK-REGISTER
Phase 21 — Skills, achievements and advanced weapon depth
ROAD-P21 Not started
Entry / dependencies: P20 accepted core loop; UI-SYS-007/008 and later weapon depth proceed on their own backend dependencies.
Current evidence: Skill/achievement/workbench extensions are Not started or Blocked in G6. Item state and GAS foundation are reusable, not evidence of progression completion.
Work packages
ROAD-P21-01Remaining: Implement activity-driven per-skill XP/level/progress and persistence using the canonical skill catalog; no global character level.ROAD-P21-02Blocked: Resolve XP curves/caps/bonuses and TBD-E2F4910C achievement catalog/reward decisions in their owning documents.ROAD-P21-03Remaining: Implement progression/achievement views, unlock toasts and authoritative reward actions without client-awarded progress.ROAD-P21-04Remaining: Add approved rail-position and stock-length customization with data-owned effects, compatible preview and durable per-item state.
Exit / acceptance: Repeated actions produce valid skill progress and approved rewards across restart; advanced weapon edits survive transfer/reload and cannot bypass compatibility.
Canonical specifications and detailed tasks: Crafting & Progression FEAT-CRAFTING-PROGRESSION; Player Statistics & Achievements FEAT-PLAYER-STATISTICS-ACHIEVEMENTS; Weapon Customization (Workbench & Field) FEAT-WEAPON-CUSTOMIZATION; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION
Phase 22 — Clans, territory and raid policy
ROAD-P22 Not started
Entry / dependencies: P17/P19/P20; G7 shared group service is reused.
Current evidence: Clan/territory concepts exist; UI-SOC-001 remains Blocked and no completed clan registry was evidenced.
Work packages
ROAD-P22-01Blocked: Finalize canonical clan roles/name/tag/log and offline-raid policy decisions before shipping the affected permissions.ROAD-P22-02Remaining: Extend group services with clan roles, promotion/kick and invite-only administration; implement the required roster/activity UI.ROAD-P22-03Remaining: Connect territory/build privileges and raid access to authoritative group state and durable membership changes.ROAD-P22-04User-only: Owner verifies permission escalation/revocation, conflicting invitations, leader/member disconnect and raid access after restart.
Exit / acceptance: Clan and territory permissions are durable and auditable; all rejected actions have reasons and no stale membership grants unauthorized construction or access.
Canonical specifications and detailed tasks: Clans & Squads FEAT-CLANS-SQUADS; PvP, Raiding & Trading FEAT-PVP-RAIDING-TRADING; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION
Phase 23 — First networked vehicle and full-state persistence
ROAD-P23 Not started
Entry / dependencies: P07/P13/P20; UI-SYS-009 follows the vehicle backend without blocking the earlier squad/core slice.
Current evidence: Vehicle design exists; no Lambeer vehicle runtime was evidenced and the vehicle HUD task is Not started. Enabled engine capabilities or purchased meshes are not a working vehicle.
Work packages
ROAD-P23-01Remaining: Deliver one selected vehicle with the confirmed 90% initial cabin-lock roll, exact-ID/inserted key ignition, cabin Lockpick, permanent Hotwire, driver/passenger seats, entry/exit and networked movement.ROAD-P23-02Remaining: Integrate fuel, damage, component condition, storage, repair and supported parts/upgrades per the full vehicle contract, including the owner-requested bumpers and protective exterior steel frames; resolve part behavior and first-release coverage before implementation.Action.VehicleRepairrequires inventory Jack + Screwdriver + Pliers roles; those ItemIds are not registered. Canonical roles:FEAT-INVENTORY.ROAD-P23-03Remaining: Persist the full vehicle record and linked item/key/container state, including original spawn point, initial/current cabin lock, inserted key and permanent Hotwire; reject stale ownership and invalid access without rerolling.ROAD-P23-04Remaining: Connect vehicle HUD and owner-test passenger views, collision, seat changes, disconnect and restart with measured network behavior.
Exit / acceptance: One vehicle is drivable and recoverable after restart with all implemented state intact; it meets approved measured budgets before multiplying variants.
Canonical specifications and detailed tasks: Vehicles FEAT-VEHICLES; Lock & Access FEAT-LOCK-ACCESS; Network Architecture TECH-NETWORK-ARCH; HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION
Phase 24 — Starter towns and rural world production
ROAD-P24 Not evidenced
Entry / dependencies: P13 approved kits/streaming, P14/P16 integration and P20 accepted core loop. Owner confirmed expansion after limited-area proof.
Current evidence: The four-town Fresh Spawn UI passed in the sandbox. The production four starter towns, surrounding rural areas and authored spawn perimeters were not verified.
Work packages
ROAD-P24-01Remaining: Produce the four selectable starter towns and connected rural/resource routes according to the canonical world concept.ROAD-P24-02Remaining: Populate enterable buildings with navigation, loot families, shelter, lighting, doors/windows and authored spawn perimeters.ROAD-P24-03Remaining: Integrate region threat, map landmarks and no-build areas without turning starter towns into safe zones.ROAD-P24-04User-only: Owner verifies traversal, spawn safety rules, interior access, AI, streaming and representative loot runs; retain region acceptance reports.
Exit / acceptance: All four starter-town areas satisfy the world concept’s relevant acceptance criteria; sandbox markers are replaced with accepted geography and measured traversal.
Canonical specifications and detailed tasks: World Design FEAT-WORLD-DESIGN; Inventory & Items FEAT-INVENTORY; Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING
Phase 25 — Mainland cities and Lamla progression spaces
ROAD-P25 Not evidenced
Entry / dependencies: P24 kits/region acceptance; mainland city production follows starter-town production.
Current evidence: Central City, West Regional City and Lamla are concept requirements; this audit found no proof of completed production POIs.
Work packages
ROAD-P25-01Remaining: Produce Central City and West Regional City districts, required malls/hospital/civic/military/airport and surrounding infrastructure from the world specification.ROAD-P25-02Remaining: Author enterable vertical and underground routes, lighting, navigation, loot and fixed encounter locations; honor approved floor rules.ROAD-P25-03Remaining: Implement Lamla’s restricted laboratory and anti-bypass progression locks using the findable, single-use, non-unique key rules inTBD-WORLD-006.ROAD-P25-04User-only: Owner validates city traversal, laboratory access, broken-door/window rules and dense-POI streaming/server profiles.
Exit / acceptance: Required mainland city/POI checklist is accepted with no inaccessible required floors or bypassable progression locks; perf evidence covers representative dense interiors.
Canonical specifications and detailed tasks: World Design FEAT-WORLD-DESIGN; Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING
Phase 26 — Island, bridges and full-world integration
ROAD-P26 Not evidenced
Entry / dependencies: P25 and approved island/bridge/exclusion decisions; P20 limited-area acceptance precedes full-world expansion.
Current evidence: Island resort city, prison, port, airport and two independent highway bridges remain concept scope without completed runtime evidence.
Work packages
ROAD-P26-01Remaining: Produce the island’s required resort/port/prison/military/airport spaces and their enterable interiors.ROAD-P26-02Remaining: Connect the two independent bridge approaches/landings and enforce approved no-build zones.ROAD-P26-03Remaining: Integrate mainland-island streaming, navigation, progression, loot, map markers and vehicle routes across the full target.ROAD-P26-04User-only: Owner audits the world’s WORLD-C acceptance criteria and full-route traversal/performance; record incomplete addresses/POIs explicitly.
Exit / acceptance: The full seven-settlement/island concept has an auditable content/QA inventory and accepted connectivity; no planning density or area baseline is relabeled as shipped geometry.
Canonical specifications and detailed tasks: World Design FEAT-WORLD-DESIGN; Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING
Phase 27 — Roster expansion, loot economy and balance
ROAD-P27 Not evidenced
Entry / dependencies: P20 core acceptance plus relevant P21–P26 systems/regions.
Current evidence: Zombie/boss/skill/item catalogs describe intended content. Their existence is not proof that the roster, rewards or economy are integrated and tuned.
Work packages
ROAD-P27-01Remaining: Expand normal zombies, fixed bosses, components/buffs and selected weapon/item recipes through canonical catalogs and runtime data.ROAD-P27-02Remaining: Implement the approved horde/surge event design after cadence/trigger decisions; measure AI load before raising density.ROAD-P27-03Remaining: Author source-owned drop-rate tables for every loot source and tune drop-trade, crafting and raid resource sinks from playtest data.ROAD-P27-04User-only: Owner runs repeated survival/progression/raid sessions; record scarcity, recovery, dominant strategies and adjustments with before/after evidence.
Exit / acceptance: Every promised content family has integration/QA evidence and traceable loot sources; progression and raid economy are accepted without invented drop-rate claims.
Canonical specifications and detailed tasks: Zombie & Boss Roster CHAR-DB-ZOMBIES; Zombie Design FEAT-ZOMBIE-DESIGN; PvP, Raiding & Trading FEAT-PVP-RAIDING-TRADING; Crafting & Progression FEAT-CRAFTING-PROGRESSION
Phase 28 — Accessibility, input, localization and presentation polish
ROAD-P28 Partial
Entry / dependencies: Existing G2/G4 presentation foundations; G8 follows G5/G6/G7 closure.
Current evidence: Fonts, localization samples and core settings have owner evidence. G8 accessibility/rebind/subtitle tasks are Not started; physical controller validation is still an explicit carryover.
Work packages
ROAD-P28-01Remaining: Implement canonical colorblind palettes, English/Thai subtitles, reduced camera shake and centralized flashing policy.ROAD-P28-02Remaining: Finish rebind/conflict handling and hold/toggle settings with persistence and resolved input glyphs.ROAD-P28-03User-only: With hardware available, owner completes Xbox/PlayStation navigation, device-switch focus and glyph checks deferred from G2; do not infer them from KBM.ROAD-P28-04Remaining: Polish audio/VFX/UX and approved cosmetic presentation; validate supported resolution/aspect/language/settings combinations, including text clipping and focus.
Exit / acceptance: G8 presentation/input acceptance matrix is recorded, all supported devices have evidence or an explicit owner-approved release-scope change, and remaining strings/effects follow central policy.
Canonical specifications and detailed tasks: HUD & UI Implementation Plan TECH-HUD-UI-IMPLEMENTATION; HUD & UI System FEAT-HUD-UI; Audio Direction AUDIO-DIRECTION
Phase 29 — Performance, authority and stability hardening
ROAD-P29 Not evidenced
Entry / dependencies: Profile throughout; final gate requires accepted representative systems/content from P20–P28.
Current evidence: A detailed profiling runbook exists; no production-capacity profiling or integrated anti-cheat acceptance was established in this audit. Config player counts are not approved performance results.
Work packages
ROAD-P29-01Blocked: Resolve canonical target/budget decision TBD-BFF08134 and security/platform choices before claiming target-load acceptance.ROAD-P29-02Remaining: Measure and optimize server CPU, client GPU, memory/GC, network, AI, MetaHuman LOD, streaming/loading and UI against comparable baselines.ROAD-P29-03Remaining: Integrate approved anti-cheat; harden inventory/combat/build/save/session authority and malformed/stale request rejection.ROAD-P29-04User-only: Owner performs target-load and long-session tests; retain crash/trace reports, defect reproduction and before/after regression evidence.
Exit / acceptance: Approved performance/stability/security gates have measured results on declared builds/hardware/topology; unresolved budgets or missing load tests block release acceptance.
Canonical specifications and detailed tasks: Performance Profiling & Debugging TECH-PERFORMANCE-PROFILING; Network Architecture TECH-NETWORK-ARCH; Risk Register PROD-RISK-REGISTER
Phase 30 — Server operations, backups and player hosting
ROAD-P30 Not evidenced
Entry / dependencies: P07/P17/P23 durable schemas, P29 hardening; operational constraints/ownership remain Unassigned until supplied.
Current evidence: Server target and hosting design exist. Official fleet, monitoring, admin tooling, tested backups/migrations and player-hosted distribution were not verified.
Work packages
ROAD-P30-01Remaining: Package documented Linux server distribution, configuration and approved admin/RCON operations for player hosting.ROAD-P30-02Remaining: Implement/validate versioned migrations, backups, restore drills and database maintenance supporting no scheduled wipes.ROAD-P30-03Remaining: Prepare official server provisioning, monitoring, crash/log collection, update and rollback runbooks with measured capacity/cost inputs.ROAD-P30-04User-only: Owner approves operational configuration and executes restore/update drills; record data integrity and recovery outcome before live deployment.
Exit / acceptance: A recoverable server release can be installed, monitored, upgraded and rolled back with persistent state preserved; actual hosting costs/credentials/owners are not invented.
Canonical specifications and detailed tasks: Servers & Hosting TECH-SERVERS-HOSTING; Network Architecture TECH-NETWORK-ARCH; Risk Register PROD-RISK-REGISTER
Phase 31 — Release candidate and launch acceptance
ROAD-P31 Not evidenced
Entry / dependencies: P20–P30 applicable gates closed; no unresolved release-blocking decision or defect.
Current evidence: No release candidate, launch acceptance or live build was evidenced. This phase authorizes no deployment by itself.
Work packages
ROAD-P31-01Remaining: Freeze the accepted content/scope and produce traceable client/server release artifacts and release notes.ROAD-P31-02User-only: Owner completes installation, join/rejoin, full-loop, localization/accessibility and persistence regression against the candidate.ROAD-P31-03Remaining: Verify support/feedback, player-hosting documentation, monitoring and recovery readiness; classify remaining defects explicitly.ROAD-P31-04User-only: Obtain the owner’s concrete release/deployment decision for the reviewed candidate, then follow the authorized launch procedure.
Exit / acceptance: The reviewed buy-to-play release is explicitly accepted by the owner with evidence and known issues; deployment and live health are recorded separately from a successful build.
Canonical specifications and detailed tasks: Scope & Constraints GDD-SCOPE-CONSTRAINTS; Servers & Hosting TECH-SERVERS-HOSTING; Risk Register PROD-RISK-REGISTER
UI task-to-phase mapping
Confirmed by owner 2026-09-13: split G6/G7 by backend dependency after G5. Partial delivery of a shared UI-SOC task does not close its remaining clan scope. The detailed UI register owns completion evidence.
| Existing task / gate | Roadmap phase | Entry rule |
|---|---|---|
| G0–G3 / G4 | P03 / P04 | Retain completed KBM evidence and deferred checks. |
| UI-CORE-003 / UI-HUD-018 / UI-MENU-001 | P05 / P06 | Strict G4 → G4.2 → G4.3 → G4.4 → G5. |
| UI-FE-001–008 | P07–P08 | Persistence and session services before dependent frontend acceptance. |
| UI-SYS-005/006 | P11 | Weapon backend and magazine contracts. |
| UI-SYS-001/002 | P15 | Durable queues and overflow decision. |
| UI-SYS-003/004 | P16 | Placement and building authority. |
| UI-SYS-010 | P18 | Boss lifecycle / reward backend. |
| UI-SOC-001/002 squad subset; UI-SOC-003–006 | P19 | Group authority/chat/voice backends; no Skills/Vehicles wait. |
| UI-SYS-007/008 | P21 | Progression and approved achievement catalog. |
| UI-SOC-001/002 remaining clan scope | P22 | Clan roles, durable permissions and policy. |
| UI-SYS-009 | P23 | Networked vehicle state provider. |
| G8 / G2 device carryovers | P28–P29 | Aggregate G5–G7 closure for final release acceptance. |
Legacy roadmap mapping and stable references
The old four giant phases are retired as execution units. Existing references in feature documents remain legacy scope bands until those documents are revised; they do not refer to the new numbered phases. This mapping preserves their original intent without silently changing approved feature scope.
| Legacy anchor / label | New work breakdown |
|---|---|
| Old Phase 0 — Foundation | P00 framework/build plus P07 durable storage foundation; already completed UI foundations stay recorded. |
| Old Phase 1 — Core vertical slice | P01–P20, with every feature now separately gated. Limited-area proof before expansion was confirmed in TBD-WORLD-002; G6/G7 use the owner-approved per-system dependency split. |
| Old Phase 2 — Depth & social | P21 skills/weapon depth, P22 clans, P23 vehicles, P24–P26 world production, P27 roster/economy. P24–P26 follow P20 as confirmed by the owner on 2026-09-13. |
| Old Phase 3 — Live, polish & ship | P28 accessibility/presentation, P29 hardening, P30 operations, P31 release. |
Old implementation comments such as “Phase 1.9” refer to retired schedules; persistence is now P07/P17/P23. G0–G8, G3.2, G4.2, G4.3 and UI-* task IDs retain their existing meaning. This page does not renumber or close their tasks.
Cross-cutting work and handoff contract
- Scope / roles: phase owner is Unassigned; implementation may use C++ and supported Unreal MCP asset operations. The owner alone performs PIE and animation retargeting. If MCP cannot perform a necessary Editor step, provide exact manual steps and wait.
- Workflow: inspect predecessor evidence → resolve blocking canonical decisions → implement the bounded package → compile/save where applicable → appropriate static/contract checks → owner runtime acceptance → update the canonical task and this summary.
- Definition of Done: exact source revision and asset paths, implemented behavior, accepted edge/error cases, source-owned data, relevant build/test evidence, owner PIE report and remaining limitations. No phase closes from an asset count, screenshot mockup or declared design alone.
- Review / revision: retain failures and reopen only affected packages. Report SP, listen server, dedicated client and Linux package results separately. Do not use a previous DLL’s owner result to certify changed C++.
- File handoff: source files/assets, canonical HTML references, import settings, dependencies, validation report and open defects; verify referenced paths. RawResource PNGs are sources until imported/integrated.
- Source control / naming: retain project naming and LFS conventions, stable document/task/decision IDs and reviewable diffs. Do not regenerate HTML from deprecated GDD or introduce a parallel Markdown roadmap.
- External handoff: before assigning an artist/freelancer, provide an approved bounded brief, verified source/target paths, technical constraints and acceptance evidence requirements. Assignees, costs and delivery dates remain Unassigned until supplied.
- Profiling: capture comparable evidence throughout using the profiling runbook. P29 is final hardening, not permission to postpone performance checks.
Critical decisions and risks
Keep mutable decisions in their existing owning documents. This roadmap links blockers rather than creating duplicate decision IDs.
- TBD-WORLD-001: final 100 km² retain/revise still waits on a measured blockout. Owner confirmed 2026-09-15 that P13 uses Kit Proof Town and does not lock the full footprint. TBD-WORLD-002–007 are resolved: limited area first, no-build volumes, no travel-time targets, PZ avoid-list, Lamla key item rules, and underground floor caps.
- TBD-INVENTORY-GRIP-002: integration contract resolved 2026-09-16.
ROAD-P09-03runtime/AnimBP landed the same day. Authored offsets and owner PIE remainROAD-P09-04. - TBD-INVENTORY-GRIP-003: per-item finger Pose Assets confirmed 2026-09-17. Native fields and ABP blends landed under
ROAD-P09-05; authored poses remainROAD-P09-04. - TBD-COMBAT-MELEE-001: Tools-folder melee numeric fields. Catalog IDs and tool roles are resolved in TBD-INVENTORY-TOOLS-001. See held tools slice.
- G5/G6/G7 blockers:
TBD-HUD-UI-003topology is resolved 2026-09-14. Owner reported the P08 Single Player frontend/character/persistence/pause-exit slice passed 2026-09-16, then extra dedicated-client first-time follow camera, dedicated Pause/Exit/restore and Server Browser Refresh/Join. Steam/Feedback/production-map work stays onTBD-HUD-UI-004. Remaining G6/G7 blockers are queue overflow, achievement and group-service decisions; G6/G7 sequencing is resolved by the owner: individual systems proceed after their own prerequisites, while incomplete tasks remain open in the aggregate groups. - TBD-BFF08134: final performance targets are unresolved; configuration and concept player counts are not measured acceptance.
- PROD-RISK-REGISTER: persistent state integrity, scope/content multiplication, AI/replication cost, vehicle networking and live operations remain critical.
Relationships
TECH-HUD-UI-IMPLEMENTATION owns UI task status and gate exits; FEAT-WORLD owns world scope/decisions; DEC-BACKLOG indexes canonical unresolved decisions; PROD-RISK-REGISTER owns the risk register. The held tools slice is scheduled here; item IDs live in ITEM-DB; melee rules live in FEAT-COMBAT.
Review and revision record
2026-09-17 (per-item hand pose): owner confirmed that each held item needs a specific finger pose after P09 work started. Recorded as TBD-INVENTORY-GRIP-003. Native item-definition Pose Asset fields, first-pose-name publish and ABP_Player hand blends landed; no Pose Assets were created. P09 stays Partial.
2026-09-17 (animation progress / owner RMB report): added completed/remaining P09 work including profile binding, 69/69 sequence coverage, action integration and Procedural Recoil. Owner reports left support follows on RMB while aim pose appears absent. MCP inspected authored L1810 support target but empty Pistol profile and item overrides. No new PIE, code or asset change; P09 stays Partial. P08 links to the owning animation progress section.
2026-09-16 (P09 grip runtime / AnimBP): ROAD-P09-03 implemented TBD-INVENTORY-GRIP-002: item-definition grip fields, KeepWorld attach, unauthored-left refusal, bone fallback, distinct inspect pivots, and ABP_Player Two Bone IK on hand_l after Control Rig. Closed-Editor native build and headless Lambeer.HUD 25/25. MCP first-slice Data Asset grips remain identity. Owner PIE and retargeted clips stay ROAD-P09-04. No agent PIE claim is made.
2026-09-16 (P09 grip integration contract): Owner resolved TBD-INVENTORY-GRIP-002: shared hand_r/hand_l, item-definition transforms with optional PresetId overrides, KeepWorld scale, no left-hand mirroring, AnimBP Two Bone IK, bone fallback. ROAD-P09-02 is Complete; ROAD-P09-03 was implementation at that time. No runtime, AnimBP, offset authoring or PIE was performed in that contract pass.
2026-09-16 (P08 Server Browser Refresh/Join owner pass): Owner reported Server Browser Refresh/Join after Exit to Main Menu in UE 5.8 Play As Client (one-process dedicated). The in-process Null listing path is accepted. Steam/Feedback/production-map remain blocked on ROAD-P08-04/TBD-HUD-UI-004. No agent PIE claim is made.
2026-09-16 (P08 Server Browser empty list): Owner reported dedicated Pause MENU/ONLINE SESSION without Save, Exit to Main Menu with the dedicated world and client 2 still playing, and restore without Character Creation. Server Browser stayed empty. Owner correction: UE 5.8 has no Dedicated Server Net Mode; Play As Client starts a hidden dedicated instance. The empty list was one-process OnlineSubsystemNull LAN FindSessions failing to see that same-process host. Session browser now lists in-process dedicated/listen worlds by listen port and joins with ClientTravel; a PIE client leave no longer destroys the hosted GameSession. Owner Server Browser Refresh/Join remained open at that time. No agent PIE claim is made.
2026-09-16 (P08 dedicated first-time follow camera): Owner reported that an extra dedicated client after Character Creation and starter-town selection now uses the hip follow camera behind the pawn, not inside the mesh. Returning clients that skip creation do not cover this check. Remaining dedicated join/disconnect/rejoin PIE and Steam/Feedback/production-map work stay open. No agent PIE claim is made.
2026-09-16 (P08 dedicated Null/LAN advertise and disconnect): After the Single Player frontend owner pass, dedicated/listen persistable worlds advertise an OnlineSubsystemNull LAN session, join appends LambeerPlayerKey, and Pause Exit to Main Menu is visible on dedicated clients without a local snapshot. Steam/Feedback/production-map work stays blocked. No agent PIE claim is made.
2026-09-16 (P08 Single Player frontend owner pass; remainder deferred): Owner reported ROAD-P08-01 / UI-FE-001/UI-FE-003, ROAD-P08-03 / UI-FE-006/UI-FE-007, UI-FE-009, remaining Character Creation visual checks, and remaining persistence/restart/rejoin checks passed. Remaining Steam/session/Feedback/production-destination work is deferred later. ROAD-P08 and G5 stay Partial/open. No agent PIE claim is made.
2026-09-15 (P08 blue-view diagnosis corrected): Owner retest showed the camera alignment correction did not fix the blue screen. Under explicit permission for agent PIE this round, live runtime inspection and a temporary fog-disable probe identified gameplay height fog covering the deep-offset creation stage. The permanent view-scoped fog suppression and loading-POV gate are built. Post-restart Standalone PIE confirmed street/male/female visibility, direct widget close restoring camera/HUD and stage unload, and successful reopen, without permanent console overrides or appearance Commit. Native build and 34/34 regressions pass. Final lighting/framing, frame-by-frame travel-flash, dedicated-client and commit/rejoin checks remain open; this is not owner acceptance. Canonical correction and evidence.
2026-09-15 (P08 creation-stage direction): The owner rejected the current creation presentation and chose a street with wrecked cars and buildings for the proposed dedicated scene. Art direction is confirmed; the owner then authorized a rectangular-box blockout because final environment assets are not available. The separate L_CharacterCreation map is authored/saved with 28 mesh actors, camera/subject markers and three lights; MCP viewport/readback/save checks pass. Runtime integration now streams the stage locally, uses a separate cosmetic preview and restores camera/HUD on close; closed-Editor native build and 34/34 non-PIE checks pass; owner visual acceptance remains pending.
2026-09-15 (P08 missing portrait correction): Owner rejected the previous portrait revision because no preview model was visible and requested removal of the premature world model. MCP confirmed the material inverse-alpha contract. The correction uses unlit SceneColor HDR/float capture, capture-only local character presentation during initial creation with restoration on close, an overlay-filling backdrop, and actor-owned preview appearance application. See the canonical creation implementation. Closed-Editor native build and MCP non-PIE regressions passed 33/33 with no errors or warnings. Owner visual PIE acceptance remains pending; P08/G5 stays open.
2026-09-15 (P08 Save World probe fix): owner PIE showed a healthy SQLite world as Missing. MakeSummaryForId passed Summary.DatabasePath and Summary to the same probe call; resetting the output invalidated the aliased path before FileExists. ProbeFile now preserves a stable path and its caller uses a separate local value. The owner database passed schema/metadata/quick_check inspection and was not modified. Closed-Editor native build, focused Lambeer.Persistence 6/6 including the alias regression, and Lambeer.Frontend 3/3 pass; owner PIE retest remains open.
2026-09-15 (P08 frontend implementation): owner selected Option C “Survivor Dossier.” Implemented Main Menu/world selection, OnlineSubsystem adapter/server browser, character-entry persistence state, native character-creation preview and the four Widget Blueprint children. Native build, Lambeer.Frontend 3/3, Lambeer.Persistence 6/6 and MCP compile/save/readback pass. No PIE acceptance; Steam metadata, Feedback URL and production gameplay destination remain open, so ROAD-P08 is Partial.
2026-09-15 (Tools Data Assets): authored and saved DA_Item_FireAxe and DA_Item_WoodenMallet; bound Crowbar/FireAxe/WoodenMallet world/held meshes and confirmed Sledgehammer. MCP property readback passed; no PIE, no C++ stubs, no tool-role tags, no melee numbers. ROAD-TOOLS-01 and ROAD-TOOLS-02 Complete. Crowbar/FireAxe imported mesh scale is oversized and recorded.
2026-09-15 (P13 world decisions): owner confirmed Kit Proof Town as the P13 brief and resolved TBD-WORLD-003–007 (no-build volumes, no travel-time targets, PZ avoid-list, Lamla findable single-use non-unique keys, above-ground ten-floor cap with underground family limits). TBD-WORLD-001 stays open as an unlocked 100 km² baseline. ROAD-P13 is no longer Blocked. No gameplay implementation, PIE, retargeting or map authoring was performed.
2026-09-15 (P08 required-player flush hardening): Owner corrected the initial diagnosis and confirmed the failed round included COMMIT, gameplay movement and Lambeer.SaveFlush -> ok. The player-scoped flush path no longer ignores its Controller: it requires explicit capture, snapshot merge, commit and record readback before success. Initial appearance commit, starter-town selection, logout and the cheat use this path. Native build and 34/34 focused checks pass; owner end-to-end restart/rejoin remains open.
2026-09-14 (P07 Complete): owner reported Dedicated Server + two Preview restart/rejoin passed: player position/items restored, collected map pickups stayed gone, and a post-death save opened spawn select. ROAD-P07 is Complete. Building/vehicle/queue records remain later phases. P08 frontend screens are unchanged.
2026-09-14 (P07 collected pickups and dead restore): owner PIE showed map-placed test pickups returning after collect, and a post-death restart restoring a locked corpse that could not walk or re-die. Authored pickup ids now persist as collected; a dead player record reopens spawn select.
2026-09-14 (P07 SQLite runtime): implemented the confirmed P07 contract in USQLiteSaveBackend / ULambeerWorldPersistenceSubsystem. Headless Lambeer.Persistence 6/6 and Lambeer.HUD 24/24 passed after a closed-Editor native build. UE 5.8 SQLiteCore omits WAL. P08 frontend screens are unchanged.
2026-09-14 (P07 persistence contract): owner resolved TBD-HUD-UI-003 as embedded NM_Standalone SP authority and approved the P07 load/failure, 30-second flush, record scope, 24-hour remaining death-bag/runtime-drop timers, rain persistence, world-index rules, and fire-clears-observation HUD rule in TECH-NETWORK-ARCH.
2026-09-13 (tool roles): owner resolved TBD-INVENTORY-TOOLS-001: GameplayTag roles on the item definition, hybrid held/inventory presence, starter role/action catalog, FireAxe/WoodenMallet IDs. Added ROAD-TOOLS-14. No runtime implementation.
2026-09-13 (held tools slice): added ROAD-TOOLS as a detailed workstream inside existing P02/P09/P10/P16/P17. No new P00–P31 ID. Records Tools-folder meshes, classes to add versus reuse, blocked numeric/role TBDs, and melee-increment acceptance. This is planning only; no gameplay implementation, PIE, retargeting or Data Asset authoring was performed.
2026-09-13: replaced four oversized execution phases with 32 bounded phases and 128 work packages, audited against canonical records, native source and live MCP asset registry. Preserved old anchors and UI IDs, credited the owner-closed G4 gate, separated prepared art from runtime integration, recorded both owner decisions: limited-area proof before expansion and G6/G7 scheduling by per-system dependency. New schedule remains draft where owner decisions are unresolved. No gameplay implementation, PIE, retargeting or deployment was performed.
New system scope — 2026-09-13
The owner requested the following documentation additions. This records approved scope without marking runtime work complete.
- Agriculture — FEAT-AGRICULTURE: first-increment design confirmed (four crops, ground planting, water/rain, uncapped raidable persistence). Delivery is after P16/P17, not in the P00–P20 core-slice gate. Exact numbered phase, numeric tuning, assets and simulation budgets remain
TBD-AGRICULTURE-003. - Livestock — FEAT-LIVESTOCK: confirmed system scope; species, care/lifecycle rules and delivery placement remain open.
- Vehicle exterior additions — FEAT-VEHICLES: bumpers and protective steel frames; exact delivery increment remains open within vehicle planning.
Planning work remaining: close TBD-AGRICULTURE-003 before adding a numbered agriculture phase; finish livestock and vehicle-addon specifications; then extend the phase plan. Do not reuse P00–P31 IDs. Existing acceptance gates are preserved. The Tools-folder melee increment is planned inside P02/P10 as ROAD-TOOLS; tool roles are resolved, while harvest nodes and raid numbers still wait on later work.
P09 update — 2026-09-19: shared ADS/ShoulderAim pose selection, no Fire animation action, bHasSupportHandTarget as the support opt-in, arm pitch in both views, current-pose elbow poles, and Two Bone IK that keeps incoming limb twist so support/ADS wrists do not roll with look pitch. Native build and focused tests from 2026-09-18 remain; 2026-09-19 compiled and saved ABP_Player. Owner visual/network PIE acceptance pending. Canonical contract and validation.
P09 retargeted firearm aim — 2026-09-19: pistol/rifle idle and eight-direction walk now use supplied retargeted content and Aim Offsets in all authored hand/stance contexts. Standing aim uses new full-body locomotion; crouch/prone preserve the lower body. Owner corrected pitch endpoints to -80/0/+80 mapped to -1/0/+1; AO-based sight/support arm alignment now transports the authored bend plane while retaining camera-aligned sights; the subsequent owner high-pitch report exposed rotating eye height in the camera socket offset. FPP eye-pivot correction passed build and four focused tests; owner visual retest remains pending. Native build, MCP Blueprint compile/save and six focused tests pass. Owner visual/network PIE remains pending; P09 stays Partial. Canonical content, evaluation and acceptance.
P09 walking correction — 2026-09-19: owner confirms up/down aiming works, but cardinal movement stayed idle and diagonals chose wrong clips. Reproduced stale runtime triangulation, rebuilt/saved both firearm walk spaces, strengthened exact-direction regression, and organized AO/base/sample assets under Pistol and Firearm2H while merging the owner-confirmed duplicate pistol idle. Walking visual retest remains open. Diagnosis and validation correction.