# HyperTwist Phase 4 gameplay generated-mode selector option owned execution split-phase current-selection label-provenance partition summary inspect surface packet

## Goal

Close the next thin gameplay-facing consumer seam above the current-selection explicit-label and phase-id fallback roster surfaces by exposing one current-selection label-provenance partition summary inspect surface for a chosen selector id.

## Why this packet exists

The current-selection explicit-label roster inspect surface and the current-selection phase-id fallback roster inspect surface already exposed the two filtered surviving-phase subsets for the active selection. Gameplay and Blueprint callers that only needed the active selection's partition summary still had to compare those two filtered surfaces themselves to answer a simple question: how many surviving phases retain explicit labels versus phase-id fallback labels.

This packet removes that caller-side comparison step. It exposes one thin current-selection label-provenance partition summary inspect surface that composes the already-landed explicit-label and phase-id fallback roster surfaces into one summary, while preserving unresolved-selection and blocked-preview posture from the already-landed survivor-phase roster surface.

## What changed

- add a first-party owned execution split-phase current-selection label-provenance partition summary inspect surface in shared training types
- derive that surface in the coach library by composing the already-landed current-selection explicit-label roster inspect surface and current-selection phase-id fallback roster inspect surface instead of reimplementing split-phase normalization logic
- expose the current-selection label-provenance partition summary inspect surface on both gameplay-facing consumers:
  - `UHyperTwistTrainingPanelWidget`
  - `AHyperTwistTrainingSessionActor`
- preserve active-selection explicit-label and phase-id fallback phase counts, count lines, order lines, and label-summary lines from the already-landed filtered roster surfaces
- preserve unresolved cached-selection and blocked-preview posture when the active selection cannot yet expose a retained split-phase label-provenance partition summary

## Validation

- full `Development Editor|Win64` solution build for `C:\HyperTwist\UnrealHyperTwist\UnrealHyperTwist.sln`

## Result

Gameplay and Blueprint callers can now inspect the active selection's retained split-phase explicit-label versus phase-id fallback partition from one summary surface without comparing the two filtered roster surfaces first.

## Next bounded slice

Stay on the same gameplay-facing consumer lane and expose one thin generated-mode selector option owned execution split-phase current-selection label-provenance partition roster-pair inspect surface so callers can inspect both filtered retained-phase subsets from one paired detail surface without issuing separate explicit-label and phase-id-fallback roster calls themselves.
