# HyperTwist Phase 4 gameplay generated-mode selector option owned execution split-phase normalization summary preview 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 selector option owned execution split-phase duplicate-pruning / survivor provenance preview surface by exposing one parameterized owned execution split-phase normalization summary preview surface for a chosen selector id.

The open tasks were:

- stop forcing gameplay / Blueprint callers to merge separate split-phase detail, label-fallback provenance, and duplicate-pruning preview surfaces just to render one normalization summary
- expose direct covered-case normalization summary and generated owned-execution normalization summary on the same thin consumer lane
- expose blocked preview posture from that same fused summary layer without widening into backend execution behavior

It is not:

- a selector-dispatch behavior change
- a generated-mode launch-request persistence behavior change
- a generated-mode execution deck synthesis change
- a broader gameplay UI composition pass

## Scope

Bounded lane:

- add first-party owned execution split-phase normalization summary preview surfaces in shared training types
- add a coach-library helper that composes the already-landed split-phase label-fallback and duplicate-pruning provenance surfaces into one thin summary layer
- expose that parameterized split-phase normalization summary preview surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the derivation presentation-only and rooted in the already-owned selector/runtime/request surfaces

Out of scope:

- changing selector-choice apply behavior
- changing stored launch-request creation, refresh, or execute behavior
- changing generated-mode execution deck synthesis
- widening into dashboard-only or broader gameplay composition work

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed truthful normalized split-phase detail, explicit-vs-fallback label provenance, and raw-definition duplicate-pruning / survivor provenance for imported selector options
- callers could already inspect each layer separately for a chosen option

But one thin consumer seam was still open:

- callers still had to merge multiple split-phase normalization preview surfaces themselves just to render one summary of raw definitions, survivors, fallback labels, and blocked posture

That meant:

- the underlying preview layers were already thin and reusable
- but a common gameplay-facing normalization summary still leaked cross-surface merge work into callers

So the next bounded move was:

- keep the already-landed split-phase detail, label-fallback provenance, and duplicate-pruning provenance surfaces unchanged in behavior
- add one narrow summary surface above them that simply composes those existing layers into a caller-ready normalization summary

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseNormalizationSummaryPreviewEntrySurface`
  - added `FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseNormalizationSummaryPreviewSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseNormalizationSummaryPreviewSurface(...)`
  - the normalization summary preview is composed from the already-landed split-phase label-fallback and duplicate-pruning provenance surfaces instead of rebuilding normalization behavior
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseNormalizationSummaryPreviewSurface(const FString& SelectorId)`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseNormalizationSummaryPreviewSurface(const FString& SelectorId)`

Consumer result:

- gameplay / Blueprint callers can now inspect raw split-phase definition counts, survivor counts, duplicate-pruned rows, invalid rows, explicit-vs-fallback label provenance, and blocked preview posture for a chosen selector option from one thin surface instead of merging the existing split-phase normalization previews themselves

## Validation

- full `Development Editor|Win64` solution build for `C:\HyperTwist\UnrealHyperTwist\UnrealHyperTwist.sln`
- result: `0` warnings, `0` errors
