Expose runtime selector split-phase current-selection inspect
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4 changed files with 129 additions and 2 deletions
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@ -2021,6 +2021,70 @@ UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOp
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return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseRawRowNormalizedPhaseFusionPreviewSurface();
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}
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FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface
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UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface(
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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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const FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface OptionMenuSurface =
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GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
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WorldContextObject,
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SelectorId
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);
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const FHyperTwistTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface
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OptionLaunchRequestPreviewSurface =
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GetActiveTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface(
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WorldContextObject,
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SelectorId
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);
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return UHyperTwistTrainingCoachLibrary::
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DeriveCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface(
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RunState,
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SelectorId,
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OptionMenuSurface,
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OptionLaunchRequestPreviewSurface
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);
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}
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return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface();
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}
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FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface
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UHyperTwistTrainingRuntimeLibrary::GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface(
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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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const FHyperTwistTrainingCoachGeneratedModeSelectorOptionMenuSurface OptionMenuSurface =
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GetActiveTrainingCoachGeneratedModeSelectorOptionMenuSurface(
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WorldContextObject,
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SelectorId
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);
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const FHyperTwistTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface
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OptionLaunchRequestPreviewSurface =
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GetActiveTrainingCoachGeneratedModeSelectorOptionLaunchRequestPreviewSurface(
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WorldContextObject,
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SelectorId
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);
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return UHyperTwistTrainingCoachLibrary::
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DeriveCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface(
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RunState,
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SelectorId,
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OptionMenuSurface,
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OptionLaunchRequestPreviewSurface
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);
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}
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return FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface();
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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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@ -489,6 +489,20 @@ public:
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const FString& SelectorId
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);
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UFUNCTION(BlueprintPure, Category = "HyperTwist|Training|Coach", meta = (WorldContext = "WorldContextObject"))
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static FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface
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GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface(
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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|Coach", meta = (WorldContext = "WorldContextObject"))
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static FHyperTwistTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface
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GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface(
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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 selector option owned-execution split-phase normalization summary and split-phase raw-row/normalized-phase fusion preview surfaces over the already-landed selector option launch-request preview surface plus active run state, so gameplay/Blueprint callers can explain retained normalization posture and raw-row versus normalized-phase fusion posture for one selector option without reading raw split-phase rows or fusion derivation details 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 move is the runtime-library generated-mode selector option owned-execution split-phase current-selection canonical inspect and current-selection survivor-phase-roster inspect pair, 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 option owned-execution split-phase current-selection canonical inspect and current-selection survivor-phase-roster inspect surfaces over the already-landed selector option launch-request preview surface plus active run state, so gameplay/Blueprint callers can inspect the current retained normalized phase selection and the surviving retained phase roster for one selector option without reading raw split-phase rows or inspect derivation details 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 move is the runtime-library generated-mode selector option owned-execution split-phase current-selection dropped-row audit, phase-id fallback roster, and explicit-label roster inspect trio, 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 +1,49 @@
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# HyperTwist Phase 4 runtime-library generated-mode selector option owned-execution split-phase current-selection canonical inspect and survivor-phase-roster inspect 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 owned-execution retained split-phase current-selection inspect contracts above the already-landed split-phase normalization-summary and raw-row/normalized-phase-fusion preview surfaces.
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## Why this packet exists
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The prior runtime-library packet let world-context callers explain retained normalization posture and raw-row versus normalized-phase fusion posture for one selector option.
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But callers still had to inspect raw fusion rows and downstream inspect derivation details if they needed to explain:
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- which normalized retained phase is the current selection
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- which surviving retained phases remain on the resulting roster
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That kept the runtime-library world-context seam behind the already-landed panel-widget and session-actor split-phase current-selection inspect lane.
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## What changed
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- added `GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionCanonicalInspectSurface()`
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- added `GetActiveTrainingCoachGeneratedModeSelectorOptionOwnedExecutionSplitPhaseCurrentSelectionSurvivorPhaseRosterInspectSurface()`
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- derived both surfaces from the active run state, selected `SelectorId`, and the already-landed runtime-library selector option-menu and launch-request preview surfaces
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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 owned-execution split-phase current-selection canonical inspect surface for one selector option
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- the truthful owned-execution split-phase current-selection survivor-phase-roster inspect surface for one selector option
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without reading raw split-phase rows or downstream inspect derivation details 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 move inside that lane would be the runtime-library generated-mode selector option owned-execution split-phase current-selection dropped-row audit, phase-id fallback roster, and explicit-label roster inspect trio, because those are the next truthful inspect contracts above the newly-landed current-selection canonical and survivor-phase-roster inspect surfaces.
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