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Current source presentation and illustrated guides — 2026-10-27 ​

The owner found the latest edge/alignment correction better and requested a MassForge-style visual manual. The current gallery now shows fresh, individually reviewed UE5.8.3 source captures. The new game-integration, tabbed-settings and customization routes show actual editor locations, selected properties, Blueprint graphs and expected results. Images enlarge by click or keyboard.

This is approval to continue documentation, not full product/release approval or competitor parity. The visual-integrity audit retains the earlier defects and correction gates. The executable and distribution archives have not been refreshed for this documentation/Designer-preview pass. Physical controller/touch checks remain deferred. This pass's record separates current checks from historical evidence.

Prior competitive pass — functional history, visual result rejected ​

The earlier2026-10-27 competitive pass implemented button states, window/header/surface skins, two independent core themes, compact menus/settings, art-based resources, a real ability browser and an event-sized RTS roster. Blueprint styling, settings authoring, ability-browser recipe, and scoped verification describe those contracts. The package/source archives predate the current correction; the current gallery is source-only and has now been refreshed.

Source builds,95 Blueprint compiles, independent core load, real game actions, native remapping, public customization and software input checks pass. The exact installed-source Win64Development package passes a27-observation native interaction/restart check, and its source/config/content matched the archives at that pass. Those archives and the executable have not been refreshed for the current correction. Physical controller/touch and owner visual approval remain pending. Older completion language below is historical and does not establish acceptance of this quality goal.

UIForge — current review candidate ​

Latest RPG correction: top-center target, rebuilt skill entries and actual rebinding workflow. The previous RPG revision was rejected by the owner; its historical passing tests did not constitute visual acceptance. This local revision fixes missing/stale shortcut defaults, wrapped keycaps, health-bar style, camera/genre separation, window sizing and map presentation. Review the current gallery and scoped verification. Physical controller/touch remain deferred; visual approval belongs to the owner.

Latest local follow-up: HumanMotion_v022 character presentation is integrated into the MMO/RTS examples with editable Animation Blueprint/Blend Space, contact timing, grip, blended actions and pause synchronization. Final77 Blueprint compiles,16 animation checks,12 RPG/17 army scenarios and a rebuilt Win64 packaged native run pass. Controller/touch limitations remain unchanged.

The army/HUD revision replaces the rejected small encounter presentation with recognizable RTS controls and a compact RPG interface. It is a local Unreal Engine 5.8.3 / Win64 candidate for review, with scoped evidence in verification. The gallery contains current engine windows; earlier eight-unit captures are historical.

What changed ​

  • Ironfront: 24 friendly soldiers and 18 opponents; click/marquee/Shift/same-type selection, control groups, contextual orders, queued destinations, block/line/column formations, hold/stop, portraits, recruitment/cancel, minimap orders and camera panning/zoom. Navigation and the small local army simulation belong to ForgeExamples.
  • Emberfall: continuing attack and chase, animation-timed contacts, explicit cast priority, movement interruption, target lifetime, party inspection and an actual objective journal with tracking. The inspected center-origin cooldown tint is retained through the public material/widget controls.
  • Presentation: compact original palettes and SVG icons, stable resources, health/selection rings, responsive cards, a flowing command/production dock, scrolling portraits and action captions that expand with accessibility text size. Main/pause menus and the hub use saved Designer trees.
  • Public Blueprint features: collection models, virtualized list/tile entry binding, recycled command context, batched selection feedback, primary/secondary map actions, live fraction signals, content-sized HUD regions and local style tokens. The examples use these same contracts.
  • Input: CommonUI/CommonInput remain the foundation. Mixed HUDs use temporary mouse capture and opt-in applied-key routing. Device intent has drift/jitter thresholds; held inputs release across ownership changes. Stack activation focus is left to CommonUI so submenus restore the previous control.

Where to start ​

Open ForgeGateway, choose Emberfall or Ironfront, then use New Game, the HUD, pause, settings, save/load and return. The native RTS controls are documented in army and RPG HUD authoring. In Emberfall, WASD moves, Tab cycles living targets, 1 starts the continuing attack and 2 casts Cinderbolt; prompts follow the applied bindings.

To build your own interface, follow integration into an existing game, Blueprint settings composition and HUD/entry authoring. Settings have ordinary Designer-authored tabs, reusable rows, data definitions and Blueprint providers. The independent Blueprint tutorial is /Game/UIForgeTutorial/Walkthrough. The compact scheme maps all current files, classes, widgets and graphs.

Verification boundary ​

Current evidence includes native editor army and MMO interaction, API encounter/lifecycle checks, software input switching, 76 saved Blueprint compiles, 2,000-model TileView recycling and independent core builds/load with optional plugins absent. The packaged example is checked separately; use the verification page for the final cook and native test state. A layout screenshot is not an interaction pass.

Core depends on Unreal CommonUI/CommonInput, Enhanced Input, UMG and Slate. It has no MassForge, inventory, example-game or editor-authoring dependency. The internal InterfaceForge module/mount remains stable; the product/project name is UIForge. This installation reports 5.8.3 CL58210709 and compatible descriptor baseline 5.8.0.

Physical controllers and real disconnection, touchscreens, consoles, other platforms/engines, split-screen and multiplayer remain unverified. The examples are local interfaces with small game adapters, not a production MMO or complete RTS economy. Example saves retain unit states, resources and encounter progress; pending orders, control groups and recruitment queues reset on load. UI work stays on Unreal's required game thread; event-driven models and virtualization avoid per-widget world scans. No isolated GPU/FPS guarantee is claimed.

Game Master's design remains exclusive. Only inspected Sakura behavior is independently reproduced. No inventory mechanics, third-party game UI assets, publication or licensing change is part of this revision.

UIForge v0.1.0 · Blueprint and C++ development documentation.

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