# HyperTwist Phase 4 dashboard guidance-decision and template-launch history bands packet

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

## Intent

Continue across the remaining adjacent authored-history dashboard pair and expose the guidance-decision-history cluster plus the template-launch-history cluster as inspectable gameplay and Blueprint seams.

## Why this packet exists

`UHyperTwistCoachDashboardWidget` already exposed three adjacent guidance-decision-history surfaces:

- `GetDisplayedGuidanceDecisionHistoryStatusInspectSurface()`
- `GetDisplayedGuidanceDecisionHistoryDetailInspectSurface()`
- `GetDisplayedGuidanceDecisionHistoryNavigationInspectSurface()`

And it already exposed three adjacent template-launch-history surfaces:

- `GetDisplayedTemplateLaunchHistoryStatusInspectSurface()`
- `GetDisplayedTemplateLaunchHistoryDetailInspectSurface()`
- `GetDisplayedTemplateLaunchHistoryNavigationInspectSurface()`

Callers that wanted to reason about either whole history cluster still had to stitch three adjacent getters together manually for each cluster.

## What changed

- added `FHyperTwistTrainingCoachDashboardGuidanceDecisionHistoryBandInspectSurface`
- added `GetDisplayedGuidanceDecisionHistoryBandInspectSurface()`
- added `FHyperTwistTrainingCoachDashboardTemplateLaunchHistoryBandInspectSurface`
- added `GetDisplayedTemplateLaunchHistoryBandInspectSurface()`
- composed both new surfaces entirely over the already-landed status/detail/navigation surfaces for their respective history clusters
- 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 guidance-decision-history dashboard band through one surface
- the whole adjacent template-launch-history dashboard band through one surface
- weighting posture, applied/recommended action posture, selected-case and launch-budget context, and decision-history navigation posture without stitching three decision-history getters together
- analytics outcome/detail, selection detail, template/session context, and template-history navigation posture without stitching three template-history getters together

## 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, and the template-launch-history band as landed baseline, then deliberately choose another adjacent live dashboard consumer band instead of reopening already-landed surfaces by drift.
