# HyperTwist Phase I-E comfort, accessibility, and performance hardening implementation packet

## Status

`Phase I-E` is now landed locally as the fifth bounded HyperTwist-native
immersive slice.

## Landed surfaces

- transition-safety boundary
- accessibility-legibility contract
- performance-budget boundary
- fallback-mode contract

## Code

- immersive bundle and hardening contracts in
  `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingImmersiveEnvironmentLibrary.h`
- bundled hardening data and query functions in
  `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingImmersiveEnvironmentLibrary.cpp`
- runtime accessors in
  `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingRuntimeLibrary.h`
  and
  `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingRuntimeLibrary.cpp`
- focused automation in
  `UnrealHyperTwist/Source/UnrealHyperTwist/Tests/HyperTwistImmersivePhaseIEHardeningContractTest.cpp`

## Boundaries preserved

- keep the lane training-runtime local
- do not widen into engine-global scalability ownership
- do not widen into platform-global accessibility shell ownership
- do not widen into generic graphics-settings or renderer-pipeline ownership

## Canon result

- `Phase I-A` through `Phase I-E` are now landed as the first bounded
  immersive scaffold in current code
- later scenic-family widening or platform-specific tuning remains optional
  future work rather than mandatory roadmap debt
