# HyperTwist Phase 4 gameplay generated-mode selector / application context surface packet

Created on `2026-05-08`

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 generated-mode helpers by exposing one pure selector / application context surface over the already-cached imported selection state and generated-mode launch-config state.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw imported selection-state payloads and launch-config payloads just to render selector coverage, generator/runtime identity, and request-refresh implications
- expose one thin first-party context surface that summarizes active selector coverage, generated-mode surface identity, runtime mode, generator type, and refresh-on-execute posture
- keep that surface derived from already-cached gameplay consumer state instead of widening into backend selector application or execution logic

It is not:

- a new selector-application behavior packet
- a generated-mode execution packet
- a selector-catalog UI composition pass
- a broader gameplay HUD packet

## Scope

Bounded lane:

- add a first-party generated-mode selector / application context surface in shared training types
- add a coach-library helper that derives the surface from the active deck imported runtime surface, cached imported selection state, cached generated-mode launch config, and the already-landed launch / execution context surface
- expose that derived context surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the derivation presentation-only and rooted in already-cached gameplay consumer state

Out of scope:

- changing selector-application persistence behavior
- changing generated-mode launch-config derivation rules
- changing generated-mode execution behavior
- importing dashboard-only generated-mode inspection into gameplay consumers

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed a truthful generated-mode launch / execution context surface

But one thin consumer seam was still open:

- callers could explain current generated-mode request and execution posture
- but they still had to read raw imported selection/config payloads to explain whether selector application was complete, what runtime/generator identity those selections targeted, and whether execute would rebuild the stored request

That meant:

- execution posture was thin and reusable
- but selector-application context still leaked raw imported payloads into callers

So the next bounded move was:

- keep the already-landed launch / execution context surface unchanged
- and expose one narrow selector / application context surface above the cached imported selection/config state

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `FHyperTwistTrainingCoachGeneratedModeSelectorApplicationContextSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachGeneratedModeSelectorApplicationContextSurface(...)`
  - context is derived from the active imported runtime surface, cached imported selection state, cached generated-mode launch config, and the already-landed launch / execution context surface
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachGeneratedModeSelectorApplicationContextSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachGeneratedModeSelectorApplicationContextSurface()`

## Product effect

The gameplay-facing generated-mode consumer layer is now more complete:

- gameplay / Blueprint callers can read one pure surface to render selector coverage, missing-selector count, generated-mode surface identity, runtime mode, generator type, and request-refresh implications
- callers no longer need to inspect raw imported selection-state or generated-mode launch-config payloads directly
- the surface stays aligned with the already-landed generated-mode launch / execution context surface without widening backend behavior

## Acceptance criteria

- shared training types expose a narrow generated-mode selector / application context surface
- coach-library derivation consumes already-cached gameplay consumer state rather than adding new runtime fetches
- panel-widget callers can fetch the displayed selector / application context surface directly
- session-actor callers can fetch the displayed selector / application context surface directly
- full product build succeeds

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new selector / application context surface compiles in shared types and coach library
3. confirm panel-widget getters compile and return the derived context surface
4. confirm session-actor getters compile and return the derived context surface
5. confirm no backend selector-application or generated-mode execution behavior was pulled into the packet

## Validation result

- full `Development Editor|Win64` build succeeded on `2026-05-08`
- 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 generated-mode selector roster / option-availability surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render active selector labels, bindings, and unresolved option availability without reading raw imported runtime selector arrays or option payloads directly
