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

## Goal

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

## Why this packet exists

The current-selection label-provenance partition summary inspect surface already exposed the active selection's explicit-label versus phase-id-fallback split from one summary surface. Gameplay and Blueprint callers that needed the actual retained phase rows for both subsets still had to issue separate explicit-label roster and phase-id-fallback roster calls themselves.

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

## What changed

- add a first-party owned execution split-phase current-selection label-provenance partition roster-pair inspect surface in shared training types
- derive that surface in the coach library by composing the already-landed current-selection label-provenance partition summary inspect surface, explicit-label roster inspect surface, and phase-id-fallback roster inspect surface instead of reimplementing split-phase normalization logic
- expose the current-selection label-provenance partition roster-pair inspect surface on both gameplay-facing consumers:
  - `UHyperTwistTrainingPanelWidget`
  - `AHyperTwistTrainingSessionActor`
- preserve active-selection explicit-label and phase-id fallback phase arrays, 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 roster pair

## Validation

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

## Result

Gameplay and Blueprint callers can now inspect both retained split-phase label-provenance subsets for the active selection from one paired detail surface without issuing separate explicit-label roster and phase-id-fallback roster calls 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 merged ordered roster inspect surface so callers can inspect the active selection's retained split phases in one ordered list with explicit-label vs phase-id-fallback partition tagging instead of stitching the paired detail arrays together themselves.
