# HyperTwist Phase 4 gameplay generated-mode launch / execution 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 generated-mode launch / execution context surface over the already-cached generated-mode request / execution panel state.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw generated-mode launch-request ids, runtime-mode ids, selector summaries, readiness booleans, and blocked-reason strings just to render the current generated-mode posture
- expose one thin first-party context surface that summarizes the latest stored generated-mode request, selector summary, execution readiness, and request-refresh-on-execute posture
- keep that surface derived from already-cached gameplay consumer state instead of widening into dashboard-only generated-mode inspection or backend execution logic

It is not:

- a new generated-mode execution packet
- a selector-application behavior packet
- a launch-request persistence packet
- a broader gameplay HUD composition pass

## Scope

Bounded lane:

- add a first-party generated-mode launch / execution context surface in shared training types
- add a coach-library helper that derives the surface from panel state plus the already-landed readiness and verification context surfaces
- 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 generated-mode launch-request persistence
- changing generated-mode execution readiness rules
- changing selector-application behavior
- 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 coach action, continuation, provenance, workload, readiness, and operational context surfaces

But one thin consumer seam was still open:

- callers could explain the surrounding coach context
- but they still had to read raw generated-mode request / execution fields to render the current generated-mode posture

That meant:

- coach state explanation was thin and reusable
- but generated-mode execution context still leaked raw panel-state fields into callers

So the next bounded move was:

- keep the already-landed coach context surfaces unchanged
- and expose one narrow generated-mode launch / execution context surface above the cached request / execution state

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `FHyperTwistTrainingCoachGeneratedModeLaunchExecutionContextSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachGeneratedModeLaunchExecutionContextSurface(...)`
  - context is derived from existing panel-state, readiness, and verification-context inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachGeneratedModeLaunchExecutionContextSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachGeneratedModeLaunchExecutionContextSurface()`

## Product effect

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

- gameplay / Blueprint callers can read one pure surface to render the latest stored generated-mode request, runtime mode, selector summary, execution readiness, request-refresh-on-execute posture, and blocked-reason context
- callers no longer need to inspect raw generated-mode request / execution panel-state fields directly
- the surface stays aligned with the already-landed coach readiness and verification context surfaces without importing dashboard-only behavior

## Acceptance criteria

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

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new generated-mode 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 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/application context surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render active selector-state coverage, generator/runtime identity, and request-refresh implications without reading raw imported selection/config payloads directly
