# HyperTwist Phase 4 gameplay generated-mode selector option request-alignment / execute-preview surface packet

Created on `2026-05-08`

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 generated-mode selector option execution-impact surface by exposing one parameterized option request-alignment / execute-preview surface for a chosen selector id.

The open tasks were:

- stop forcing gameplay / Blueprint callers to diff cached selector choices and stored launch-request payloads just to explain what a chosen imported option would do to request alignment
- expose hypothetical selector summary, stored-request alignment posture, unresolved-selector preview, and execute preview for each imported option
- keep the surface derived from already-cached gameplay consumer run, selector, and request state plus the already-landed option-detail, dispatch, and execution-impact surfaces instead of widening into backend logic

It is not:

- a new selector-dispatch packet
- a generated-mode backend behavior packet
- a launch-request persistence change
- a broader gameplay UI composition pass

## Scope

Bounded lane:

- add first-party generated-mode selector option request-alignment surfaces in shared training types
- add a coach-library helper that derives hypothetical selector summary, stored-request alignment, unresolved-selector preview, and execute preview from cached run state plus the already-landed option-detail, dispatch, and execution-impact surfaces
- expose that parameterized request-alignment surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the derivation presentation-only and rooted in the already-owned selector-choice / launch-request / execute rules

Out of scope:

- changing generated-mode selector-choice apply behavior
- changing direct owned-case launch behavior
- changing stored launch-request creation or refresh behavior
- widening into higher-level UI composition or dashboard-only work

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed truthful generated-mode option dispatch posture
- those same consumers already exposed truthful generated-mode option execution-impact posture

But one thin consumer seam was still open:

- callers could tell whether an option would use the stored request, require refresh, or stay blocked
- but they still had to diff hypothetical selector choices against the stored request to explain why

That meant:

- execute-impact posture was thin and reusable
- but request-alignment preview still leaked selector-diff reasoning into callers

So the next bounded move was:

- keep the already-landed dispatch and execution-impact surfaces unchanged
- and expose one narrow request-alignment / execute-preview surface above those already-cached surfaces

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `EHyperTwistTrainingCoachGeneratedModeOptionRequestAlignmentKind`
  - added `FHyperTwistTrainingCoachGeneratedModeSelectorOptionRequestAlignmentEntrySurface`
  - added `FHyperTwistTrainingCoachGeneratedModeSelectorOptionRequestAlignmentSurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachGeneratedModeSelectorOptionRequestAlignmentSurface(...)`
  - request-alignment preview is derived from cached run state plus the already-landed option-detail, dispatch, and execution-impact surfaces
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachGeneratedModeSelectorOptionRequestAlignmentSurface(const FString& SelectorId)`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachGeneratedModeSelectorOptionRequestAlignmentSurface(const FString& SelectorId)`

Surface behavior:

- reports hypothetical selector summary for each imported option after that option’s dispatch would apply
- reports whether the resulting selector state aligns with the current stored request, would require refresh, still leaves selectors unresolved, or bypasses generated-mode execute through direct owned-case launch
- exposes unresolved-selector preview and execute preview for each option
- reports a compact preview for the current cached selection on the chosen selector
- keeps the surface presentation-only and compatible with the already-landed generated-mode option-detail, dispatch, and execution-impact surfaces

## Validation

Validation target:

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

Result:

- passed with `0` warnings and `0` errors

## Follow-on

The next bounded packet on this same gameplay-facing consumer lane should stay thin and expose one generated-mode selector option stored-request delta / selector-diff surface so callers can render the exact current-vs-hypothetical-vs-stored selector change set for a chosen option without diffing cached selector choices or launch-request payloads directly.
