# HyperTwist Phase 4 gameplay focus provenance surface packet

Created on `2026-05-07`

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 focus/provenance summary surface over the already-landed primary coach CTA, queue-control, queue-recovery posture, and handoff-continuation surfaces.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw focus deck ids, focus method-segment ids, and source-label strings just to describe the active coach target and why it is the active target
- expose one thin first-party focus/provenance surface that summarizes the current coach target, the active action provenance, and the upstream guidance / handoff / recovery / launch-budget sources
- keep that surface derived from already-cached gameplay consumer state instead of widening into dashboard-only provenance composition or retained recommendation history

It is not:

- a new recommendation policy packet
- a dashboard provenance migration
- a broader gameplay HUD composition pass
- a backend continuity or template-analytics packet

## Scope

Bounded lane:

- add a first-party focus/provenance surface in shared training types
- add a coach-library helper that derives the surface from panel state, the displayed primary CTA surface, the displayed queue-control surface, the displayed queue-recovery posture surface, and the displayed handoff-continuation surface
- expose that derived focus/provenance surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the derivation presentation-only and rooted in already-cached gameplay consumer state

Out of scope:

- importing the dashboard’s deeper retained provenance views into gameplay consumers
- changing coach handoff branch order
- changing queue recovery policy
- widening into broader gameplay orchestration in the same packet

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed a truthful primary CTA surface
- those surfaces already exposed truthful queue-control, queue-recovery posture, and handoff-continuation surfaces

But one thin consumer seam was still open:

- callers could bind actions and narrate continuation posture
- but they still had to inspect raw focus ids and source-label strings to explain what the current coach target actually was and what upstream path produced it

That meant:

- action binding was thin
- continuation posture was thin
- but target/provenance explanation still leaked raw state into callers

So the next bounded move was:

- keep the already-landed action and posture surfaces unchanged
- and expose one narrow focus/provenance summary surface above them

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `FHyperTwistTrainingCoachFocusProvenanceSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachFocusProvenanceSurface(...)`
  - focus/provenance is derived from existing panel-state, primary CTA, queue-control, queue-recovery posture, and handoff-continuation inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachFocusProvenanceSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachFocusProvenanceSurface()`

## Product effect

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

- gameplay / Blueprint callers can read one pure surface to describe the active coach target and its upstream provenance
- callers no longer need to inspect raw focus ids and source-label strings just to render target/provenance narration
- the surface stays aligned with the already-landed primary CTA, queue-control, queue-recovery posture, and handoff-continuation surfaces without importing dashboard-only retained provenance composition

## Acceptance criteria

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

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new focus/provenance surface compiles in shared types and coach library
3. confirm panel-widget getters compile and return the derived focus/provenance surface
4. confirm session-actor getters compile and return the derived focus/provenance surface
5. confirm no backend continuity or dashboard-only provenance composition was pulled into the packet

## Validation result

- full `Development Editor|Win64` build succeeded on `2026-05-07`
- 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 coach workload/budget summary surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render launch case budget, queue load, and focus pressure without reading raw count and budget fields directly
