# HyperTwist Phase 4 gameplay queue-recovery posture surface packet

Created on `2026-05-07`

Status:

- first-party HyperTwist packet
- bounded Phase `4` gameplay-facing consumer slice

## Purpose

This packet closes the next thin gameplay-facing consumer seam above the panel-widget and session-actor coach helpers by exposing one pure queue-recovery posture / status surface over the already-landed primary coach CTA and secondary queue-control surfaces.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw queue suppression strings, queue status strings, and queue-recovery enums just to explain why continue, defer, or promote is currently preferred
- expose one thin first-party posture surface that summarizes the live queue-recovery pressure, the currently preferred posture, and the upstream recovery provenance
- keep that posture surface derived from already-cached policy, execution, primary CTA, and queue-control state instead of widening into dashboard-only recovery analytics

It is not:

- a new recovery-policy packet
- a dashboard weighting migration
- a broader gameplay HUD composition pass
- a backend continuity or template-analytics packet

## Scope

Bounded lane:

- add a first-party queue posture kind enum and queue-recovery posture/status surface in shared training types
- add a coach-library helper that derives the surface from schedule-policy summary, queue-execution summary, panel state, primary CTA surface, and queue-control surface
- expose that derived posture surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the posture derivation presentation-only and rooted in already-cached gameplay consumer state

Out of scope:

- changing queue recovery selection policy
- importing the dashboard’s deeper learned recovery weighting into gameplay consumer surfaces
- adding new queue action verbs
- widening into handoff recommendation composition in the same packet

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed displayed coach-action helpers
- those surfaces already exposed a truthful primary CTA surface
- those surfaces already exposed a truthful secondary queue-control surface for defer and promote flows

But one thin consumer seam was still open:

- callers could bind the actions
- but they still had to inspect raw queue suppression/status text and recovery enums to explain why continue, defer, or promote was the current posture

That meant:

- action binding was thin
- but posture explanation still leaked raw backend-derived strings into callers

So the next bounded move was:

- keep the already-landed execution and control surfaces unchanged
- and expose one narrow posture/status surface above them

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `EHyperTwistTrainingCoachQueuePostureKind`
  - added `FHyperTwistTrainingCoachQueueRecoveryPostureSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachQueueRecoveryPostureSurface(...)`
  - posture is derived from existing schedule-policy, queue-execution, panel-state, primary CTA, and queue-control inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachQueueRecoveryPostureSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachQueueRecoveryPostureSurface()`

## Product effect

The gameplay-facing coach consumer layer is now more complete:

- gameplay / Blueprint callers can explain the live queue-recovery posture from one pure surface
- callers no longer need to read raw queue suppression/status strings or queue-recovery enums just to explain why continue, defer, or promote is preferred
- the posture surface stays aligned with the already-landed primary CTA and queue-control surfaces without importing dashboard-only recovery analytics

## Acceptance criteria

- shared training types expose a queue posture kind enum and a narrow queue-recovery posture surface
- coach-library derivation consumes the already-cached gameplay consumer state rather than adding new runtime fetches
- panel-widget callers can fetch the displayed queue-recovery posture surface directly
- session-actor callers can fetch the displayed queue-recovery posture surface directly
- full product build succeeds

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new posture surface compiles in shared types and coach library
3. confirm panel-widget getters compile and return the derived surface
4. confirm session-actor getters compile and return the derived surface
5. confirm no backend continuity or dashboard-only recovery weighting work was pulled into the packet

## Validation result

- full `Development Editor|Win64` build succeeded on `2026-05-07`
- build completed with `0` warnings and `0` errors

## Next bounded follow-on slice

- stay on the same gameplay-facing consumer lane and expose one thin coach handoff recommendation / continuation status surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render the queued-vs-follow-up-vs-recommended continuation posture without reaching into raw panel-state strings or handoff enums directly
