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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.