# HyperTwist Phase 4 gameplay verification / recognition / review-policy 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 coach helpers by exposing one pure verification / recognition / review-policy context surface over the already-landed primary coach CTA, queue-control, queue-recovery posture, handoff-continuation, focus/provenance, workload/budget, and readiness/eligibility surfaces.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw repository-verification, recognition-provider, and review-policy status/detail lines just to render operational context around the current coach state
- expose one thin first-party context surface that summarizes verification state, recognition provider / transport state, and review-policy materialization / mode / recognition-review preference
- keep that surface derived from already-cached gameplay consumer state instead of widening into dashboard-only inspection or backend recognition / review-policy logic

It is not:

- a new recognition transport policy packet
- a review-policy selection packet
- a repository verification behavior packet
- a broader gameplay HUD composition pass

## Scope

Bounded lane:

- add a first-party verification / recognition / review-policy context surface in shared training types
- add a coach-library helper that derives the surface from panel state, the displayed focus/provenance surface, the displayed workload/budget surface, and the displayed readiness/eligibility 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 repository verification behavior
- changing recognition readiness or provider behavior
- changing review-policy selection or review-plan logic
- importing dashboard-only retained analysis into gameplay consumers

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed truthful action, continuation, provenance, workload, and readiness surfaces

But one thin consumer seam was still open:

- callers could explain what coach work was actionable and why
- but they still had to read raw verification, recognition, and review-policy strings to render the adjacent operational context around that actionability

That meant:

- actionability, provenance, and workload explanation were thin
- but operational context still leaked raw panel-state status/detail lines into callers

So the next bounded move was:

- keep the already-landed coach action and context surfaces unchanged
- and expose one narrow verification / recognition / review-policy context surface above them

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `FHyperTwistTrainingCoachVerificationRecognitionReviewContextSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachVerificationRecognitionReviewContextSurface(...)`
  - context is derived from existing panel-state, focus/provenance, workload/budget, and readiness/eligibility inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachVerificationRecognitionReviewContextSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachVerificationRecognitionReviewContextSurface()`

## Product effect

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

- gameplay / Blueprint callers can read one pure surface to render repository-verification state, recognition provider / transport state, and review-policy materialization / mode / recognition-review preference
- callers no longer need to inspect raw verification, recognition, or review-policy status/detail lines directly
- the surface stays aligned with the already-landed coach readiness, workload, and provenance surfaces without importing dashboard-only inspection behavior

## Acceptance criteria

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

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new 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 recognition / review-policy / verification 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 launch-request / execution context surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render latest generated-mode request, runtime mode, selector summary, execution readiness, and blocked-reason context without reading raw request/execution fields directly
