# HyperTwist Phase 4 gameplay handoff continuation 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 handoff recommendation / continuation status surface over the already-landed primary coach CTA, queue-control, and queue-recovery posture surfaces.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw panel-state handoff enums and continuation strings just to explain whether queued, follow-up, or recommended coach work is live next
- expose one thin first-party continuation surface that summarizes the live coach handoff posture, the actionable continuation branch, and the queue-recovery override posture when recovery control takes precedence
- keep that continuation surface derived from already-cached gameplay consumer state instead of widening into the dashboard’s deeper retained recommendation-history analytics

It is not:

- a new dashboard handoff-weighting packet
- a queue recovery policy change
- a backend continuity or template-analytics packet
- a broader gameplay HUD composition pass

## Scope

Bounded lane:

- add a first-party handoff continuation 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, and the displayed queue-recovery posture surface
- expose that derived continuation surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the continuation derivation presentation-only and rooted in already-cached gameplay consumer state

Out of scope:

- importing the dashboard’s deeper retained handoff analytics into gameplay consumers
- changing coach handoff branch order
- changing queue recovery selection policy
- widening into higher-level gameplay UI composition 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 secondary queue-control and queue-recovery posture surfaces

But one thin consumer seam was still open:

- callers could bind actions and explain queue recovery
- but they still had to inspect raw handoff enums and panel-state continuation strings to explain whether queued, follow-up, or recommended coach work was actually live next

That meant:

- action binding was thin
- queue recovery posture was thin
- but continuation explanation still leaked raw panel-state state into callers

So the next bounded move was:

- keep the already-landed control and recovery surfaces unchanged
- and expose one narrow continuation status surface above them

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `FHyperTwistTrainingCoachHandoffContinuationSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachHandoffContinuationSurface(...)`
  - continuation posture is derived from existing panel-state, primary CTA, queue-control, and queue-recovery posture inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachHandoffContinuationSurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachHandoffContinuationSurface()`

## Product effect

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

- gameplay / Blueprint callers can read one pure surface to explain whether queued, follow-up, or recommended coach work is the live next continuation branch
- callers no longer need to inspect raw panel-state handoff enums or handoff status strings just to narrate continuation posture
- the surface also carries the queue-recovery override posture when deferred promotion or defer control takes precedence over immediately starting another run
- the continuation surface stays aligned with the already-landed primary CTA, queue-control, and queue-recovery posture surfaces without importing dashboard-only retained recommendation analytics

## Acceptance criteria

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

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new continuation surface compiles in shared types and coach library
3. confirm panel-widget getters compile and return the derived continuation surface
4. confirm session-actor getters compile and return the derived continuation surface
5. confirm no backend continuity or dashboard-only handoff analytics work 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 focus/provenance summary surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render the active coach target and upstream recommendation provenance without reading raw focus ids or source-label strings directly
