# HyperTwist Phase 4 dashboard execution action control band inspect surface packet

- bounded Phase `4` dashboard-consumer slice
- date: `2026-05-11`

## Intent

Deliberately choose the next adjacent live dashboard consumer band and expose the attempt-result, run-control, and queue-action cluster as one inspectable gameplay and Blueprint seam.

## Why this packet exists

`UHyperTwistCoachDashboardWidget` already exposed three adjacent execution-control surfaces:

- `GetDisplayedAttemptResultActionEnablementInspectSurface()`
- `GetDisplayedRunControlEnablementInspectSurface()`
- `GetDisplayedQueueActionEnablementInspectSurface()`

But callers that wanted to reason about that whole execution-control cluster still had to stitch those three getters together manually even though the widget presents them as one adjacent action band.

## What changed

- added `FHyperTwistTrainingCoachDashboardExecutionActionControlBandInspectSurface`
- added `GetDisplayedExecutionActionControlBandInspectSurface()`
- composed the new surface entirely over the already-landed attempt-result action enablement, run-control enablement, and queue-action enablement surfaces
- kept the packet bounded by avoiding any new backend derivation or new widget-state caching

## Files

- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Public\HyperTwistTraining\HyperTwistTrainingTypes.h`
- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Public\HyperTwistTraining\HyperTwistCoachDashboardWidget.h`
- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Private\HyperTwistTraining\HyperTwistCoachDashboardWidget.cpp`
- `C:\HyperTwist\docs\HYPERTWIST_ROADMAP_OVERHAUL_EXPANSION_GUIDE.md`

## Outcome

Gameplay and Blueprint callers can now inspect:

- the whole adjacent execution-action-control band through one surface
- the attempt-result, run-control, and queue-action status lines together
- all key action labels for recording attempts, controlling runs, and queue defer/promote/recovery actions
- runnable-case, active-run, live-timer, live-solve, inspection, selected/deferred queue, closed-loop-idle, and aggregate action-availability posture

without stitching three separate control getters together manually.

## Validation

- full `Development Editor | Win64` MSBuild on `UnrealHyperTwist.sln`
  - passed with `0 Warning(s), 0 Error(s)`

## Next clean slice

Treat the retained-history text-band lane, the template-launch / preview action-control band, and the execution-action-control band as landed baseline, then deliberately choose another adjacent live dashboard consumer band instead of reopening already-landed text-band or action-control surfaces by drift.
