Expose runtime generated-mode selector roster and option menu
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4 changed files with 118 additions and 2 deletions
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@ -1220,6 +1220,59 @@ UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorAp
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return FHyperTwistTrainingCoachGeneratedModeSelectorApplicationContextSurface();
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}
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FHyperTwistTrainingCoachGeneratedModeSelectorRosterSurface
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UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorRosterSurface(
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UObject* WorldContextObject
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)
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{
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if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))
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{
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const FHyperTwistTrainingRunState RunState = TrainingSubsystem->GetActiveRunState();
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FHyperTwistTrainingImportedRuntimeSelectionState ImportedRuntimeSelectionState;
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TrainingSubsystem->TryGetActiveImportedRuntimeSelectionState(ImportedRuntimeSelectionState);
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const FHyperTwistTrainingCoachGeneratedModeSelectorApplicationContextSurface
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SelectorApplicationContextSurface =
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GetActiveTrainingCoachGeneratedModeSelectorApplicationContextSurface(
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WorldContextObject
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);
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return UHyperTwistTrainingCoachLibrary::DeriveCoachGeneratedModeSelectorRosterSurface(
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RunState.ActiveDeck,
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ImportedRuntimeSelectionState,
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SelectorApplicationContextSurface
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);
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}
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return FHyperTwistTrainingCoachGeneratedModeSelectorRosterSurface();
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}
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FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface
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UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
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UObject* WorldContextObject,
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const FString& SelectorId
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)
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{
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if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))
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{
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const FHyperTwistTrainingRunState RunState = TrainingSubsystem->GetActiveRunState();
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FHyperTwistTrainingImportedRuntimeSelectionState ImportedRuntimeSelectionState;
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TrainingSubsystem->TryGetActiveImportedRuntimeSelectionState(ImportedRuntimeSelectionState);
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const FHyperTwistTrainingCoachGeneratedModeSelectorRosterSurface SelectorRosterSurface =
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GetActiveTrainingCoachGeneratedModeSelectorRosterSurface(WorldContextObject);
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return UHyperTwistTrainingCoachLibrary::DeriveCoachGeneratedModeSelectorOptionMenuSurface(
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RunState.ActiveDeck,
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ImportedRuntimeSelectionState,
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SelectorId,
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SelectorRosterSurface
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);
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}
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return FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface();
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}
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TArray<FHyperTwistTrainingMethodSegment> UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingLearnerMethodSegments(UObject* WorldContextObject)
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{
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if (UHyperTwistTrainingSubsystem* TrainingSubsystem = GetTrainingSubsystem(WorldContextObject))
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@ -317,6 +317,17 @@ public:
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static FHyperTwistTrainingCoachGeneratedModeSelectorApplicationContextSurface
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GetActiveTrainingCoachGeneratedModeSelectorApplicationContextSurface(UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach", meta = (WorldContext = "WorldContextObject"))
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static FHyperTwistTrainingCoachGeneratedModeSelectorRosterSurface
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GetActiveTrainingCoachGeneratedModeSelectorRosterSurface(UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach", meta = (WorldContext = "WorldContextObject"))
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static FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface
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GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
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UObject* WorldContextObject,
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const FString& SelectorId
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);
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UFUNCTION(BlueprintPure, Category = "HyperTwist|Training", meta = (WorldContext = "WorldContextObject"))
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static TArray<FHyperTwistTrainingMethodSegment> GetActiveTrainingLearnerMethodSegments(UObject* WorldContextObject);
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@ -68,8 +68,8 @@ Current correction call from the source-exposed audit and current execution refr
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- the imported generated-mode gap is closed; request/config/selection plumbing and the bounded clean-room executor are already landed in first-party code
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- the latest landed bounded `Phase 4` packet closes the retained-idle comparison/outcome actionability gap at the end of the recognition-assisted coach-to-review continuity lane, and the final retained-surface confirmation pass now leaves that closure lane functionally complete
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- the retained idle widget surface now keeps retained comparison and decision history inspectable without continuing to advertise live launch or guidance-outcome actions once the coach-to-review loop has already collapsed to truthful closed-loop idle
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- the latest landed bounded `Phase 4` packet stays on that same deliberate `UHyperTwistTrainingRuntimeLibrary` world-context consumer lane and adds active generated-mode launch/execution context and generated-mode selector/application context surfaces over the already-cached active coach panel state, readiness/eligibility and verification/recognition/review-policy context surfaces, active run state, imported runtime selection state, and imported generated-mode launch-config posture, so gameplay/Blueprint callers can explain generated-mode request, execution, selector coverage, and stored-request refresh posture without reading raw request, selection, runtime-surface, or launch-config fields directly
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- the current next bounded packet should stay on that same runtime-library consumer lane only if a real world-context gameplay or Blueprint caller still needs one more thin derived coach/generated-mode display contract or displayed-action convenience helper over already-cached state; inside that lane the next aligned pair is the runtime-library generated-mode selector roster and selector option-menu surfaces, otherwise choose the next roadmap lane deliberately instead of extending runtime-consumer widening by drift
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- the latest landed bounded `Phase 4` packet stays on that same deliberate `UHyperTwistTrainingRuntimeLibrary` world-context consumer lane and adds active generated-mode selector roster and selector option-menu surfaces over the already-landed generated-mode selector/application context surface plus active run-state and imported selector-choice posture, so gameplay/Blueprint callers can explain selector resolution, unresolved coverage, selected values, and per-selector imported option availability without reading raw selector arrays or cached choice payloads directly
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- the current next bounded packet should stay on that same runtime-library consumer lane only if a real world-context gameplay or Blueprint caller still needs one more thin derived coach/generated-mode display contract or displayed-action convenience helper over already-cached state; inside that lane the next aligned pair is the runtime-library generated-mode selector option actionability and selector option dispatch surfaces, otherwise choose the next roadmap lane deliberately instead of extending runtime-consumer widening by drift
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- the current execution-discipline rule that broad refactor / monolith-splitting work should not interrupt the active bounded roadmap packet unless structure is actually blocking it
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## Current execution-reality references
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@ -0,0 +1,52 @@
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# HyperTwist Phase 4 runtime-library generated-mode selector roster and option-menu surface packet
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- bounded Phase `4` runtime-consumer slice
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- date: `2026-05-09`
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## Intent
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Stay on the deliberate `UHyperTwistTrainingRuntimeLibrary` world-context consumer lane and expose the next truthful generated-mode selector display contracts above the already-landed selector/application context surface.
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## Why this packet exists
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The prior runtime-library packet let world-context callers explain generated-mode request posture, execution readiness, selector coverage, and stored-request refresh posture.
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But callers still had to inspect raw imported selector arrays and cached selector-choice payloads if they needed to explain:
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- which selectors are currently unresolved
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- which unresolved selectors still expose imported options
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- what the selected value is for one selector
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- which option entries are currently available for a chosen selector
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That kept the runtime-library world-context seam behind the already-landed panel-widget and session-actor selector roster and option-menu display-contract lane.
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## What changed
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- added `GetActiveTrainingCoachGeneratedModeSelectorRosterSurface()`
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- added `GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface()`
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- derived the selector roster surface from the active run deck, active imported runtime selection state, and the already-landed runtime-library selector/application context surface
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- derived the selector option-menu surface from that same active run deck and imported runtime selection state, keyed by `SelectorId`, over the runtime-library selector roster surface
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- kept the runtime-library lane purely compositional over already-cached coach/generated-mode state without reopening backend derivation
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## Files
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- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Public\HyperTwistTraining\HyperTwistTrainingRuntimeLibrary.h`
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- `C:\HyperTwist\UnrealHyperTwist\Source\UnrealHyperTwist\Private\HyperTwistTraining\HyperTwistTrainingRuntimeLibrary.cpp`
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- `C:\HyperTwist\docs\HYPERTWIST_ROADMAP_OVERHAUL_EXPANSION_GUIDE.md`
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## Outcome
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World-context gameplay and Blueprint callers can now ask the runtime library for:
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- the truthful active selector roster posture
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- the truthful per-selector imported option-menu posture
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without reading raw selector arrays, selector-choice payloads, selected values, or per-option imported metadata directly.
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## Validation
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- full `Development Editor | Win64` MSBuild on `UnrealHyperTwist.sln`
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## Next clean slice
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Stay on this runtime-library consumer lane only if a real world-context caller still needs one more thin derived coach/generated-mode display contract or displayed-action convenience helper over already-cached state. The next aligned pair inside that lane would be the runtime-library generated-mode selector option actionability and selector option dispatch surfaces, because those are the next truthful selector-interaction contracts above the newly-landed selector option-menu surface.
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