# HyperTwist Phase 4 dashboard run-state recap band inspect surface packet

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

## Intent

Deliberately choose the next adjacent live dashboard consumer band in the run-state / recap neighborhood and expose the active-run status plus run-recap status, detail, and action-control cluster as one inspectable gameplay and Blueprint seam.

## Why this packet exists

`UHyperTwistCoachDashboardWidget` already exposed four adjacent run-state / recap surfaces:

- `GetDisplayedActiveRunStatusInspectSurface()`
- `GetDisplayedRunRecapStatusInspectSurface()`
- `GetDisplayedRunRecapDetailInspectSurface()`
- `GetDisplayedRunRecapActionControlInspectSurface()`

But callers that wanted to reason about that whole run-state recap dashboard cluster still had to stitch four adjacent getters together manually.

## What changed

- added `FHyperTwistTrainingCoachDashboardRunStateRecapBandInspectSurface`
- added `GetDisplayedRunStateRecapBandInspectSurface()`
- composed the new surface entirely over the already-landed active-run status and run-recap status/detail/action-control 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 run-state recap dashboard band through one surface
- active-run status/summary and run-recap status/detail/action-control lines together
- session identity, session state, active deck, recap source, repeat/dismiss posture, attempt counts, and success 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, the selected-queue band, the queue scheduling / recovery band, the closure-recovery band, the queue-suppression band, the handoff-history band, the guidance-decision-history band, the template-launch-history band, the method-drill recovery-outcome-history band, the method-drill recovery-memory-history band, the method-drill follow-up-history band, the method-drill operational band, the guidance-preview band, the guidance-reasoning band, and the run-state recap band as landed baseline, then deliberately choose another adjacent live dashboard consumer band instead of reopening already-landed surfaces by drift.
