# HyperTwist Phase 4 dashboard selected queue band inspect surface packet

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

## Intent

Deliberately choose another adjacent live dashboard consumer band and expose the selected-queue navigation, start-selected action, selected-queue summary, and selected queue-entry detail cluster as one inspectable gameplay and Blueprint seam.

## Why this packet exists

`UHyperTwistCoachDashboardWidget` already exposed four adjacent selected-queue surfaces:

- `GetDisplayedSelectedQueueNavigationInspectSurface()`
- `GetDisplayedStartSelectedQueueActionInspectSurface()`
- `GetDisplayedSelectedQueueSummaryInspectSurface()`
- `GetDisplayedSelectedQueueEntryDetailInspectSurface()`

But callers that wanted to reason about that whole queue-focused dashboard cluster still had to stitch those four getters together manually even though the widget presents them as one adjacent selected-queue band.

## What changed

- added `FHyperTwistTrainingCoachDashboardSelectedQueueBandInspectSurface`
- added `GetDisplayedSelectedQueueBandInspectSurface()`
- composed the new surface entirely over the already-landed selected-queue navigation, start-selected action, selected-queue summary, and selected queue-entry detail 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 selected-queue dashboard band through one surface
- the selected-queue navigation, summary, entry-detail, and start-selected status lines together
- queue navigation labels, start-selected label, selected queue id/source/state/priority/ordinal, and entry headline/deck/method context
- selected-queue matching, navigation enablement, start-selected enablement, readiness/immediacy posture, and pinned/follow-up/archive-tuning posture

without stitching four separate adjacent 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, the execution-action-control band, the verification / recognition / review-policy status band, and the selected-queue band as landed baseline, then deliberately choose another adjacent live dashboard consumer band instead of reopening already-landed surfaces by drift.
