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Tested engines and platforms ​

The active redesign targets UE5.8.3 CL58210709 in the single authoritative UIForge project. The descriptor selects 5.8. New /Game/ForgeExamples assets are authored on that engine and are not claimed to load in older versions. Rebuild the plugin for your installed engine. Avoid duplicating this development project for engine matrices.

The table and receipts below belong to earlier revisions. They do not verify the newly added APIs or redesigned examples. See current status.

Installed engineIndependent coreLatest accepted scoped sample evidence
5.6.1 CL44394996Strict Win64 Editor Development/Game Development/Shipping and isolated load; current EP Blueprint-only install22current source/Development cases including nullable entries/fullflow/customization/cards;32cleanBPs
5.7.4 CL51494982Same independent/install checksSame22current cases in separate engine copy
5.8.3 CL58210709Same independent/install checksSame22current cases in separate engine copy; optional Mass coverage separate

Core has one runtime module and requires CommonUI/CommonInput and EnhancedInput. It loads without examples, MassForge or inventory. The current64core files include the nullable-entry cleanup correction and match fresh strict E56/E57/E58 Editor Development/Game Development/Shipping hosts:23required native types/16distinct packages and native progress regressions. UE5.7 additionally registers a generated class in the same package. Nullable entry evidence distinguishes its actual Blueprint tests from strict builds. Current compiled installation verifies fresh Blueprint-only projects on allthree exact builds.

The full current example matrix is now accepted separately: 66source/exact Development cases,32cleanBPs per engine,177authored files/55packages and exact staging/native diagnostics. It includes source/cooked nullable cleanup and existing1,000model pooling checks; IF5 has current UE5.6.1 Shipping candidate evidence; final delivery acceptance remains separate. Optional M4 current-core verification is recorded independently.

Prior Progress records60progress/24complete menu/12Ward cases, and FieldCards records24card/24full-flow cases with32cleanBPs/175sourcefiles/55packages. Their core hashes predate the nullable correction and remain historical; do not present them as direct proof of that fix. The fix changes two core source files and no public function names/materials/assets.

The SafeArea evidence records exact versions, commands, archives, clipping repair, config-preservation limits, asymmetric insets, full RTS/RPG menu flows, and relevant aspect ratios. Compatibility polish records the warning fixes. Earlier full example proof, software input edges, settings/audio, large collections, and list themes retain their exact revision and fixture scopes.

The Localization L2 record adds36locale reports,24English menu regressions, actual staged en/tr resources and packaged culture restarts across these three versions, plus one supplemental native UE5.6 source focus check. UE5.6.1 engine startup StructuredLogFormat reports five errors with actual Turkish localization, reproduced with InterfaceForge disabled. Strict source-restart retains FAIL; packaged restart is independently clean. See language authoring for save-I/O/font/global-culture limits.

What the checks establish ​

The latest RPG context-layout correction is verified in twelve source/exact Development quest cases acrossUE5.6.1,5.7.4 and5.8.3, including actual saved controls, notification clearance and readable heading; all32BPs compile cleanly in the newer copies. The64-file core is unchanged. Final launch/layout evidence separately proves eight default-selection Shipping flows and two packaged bootstrap cases onUE5.6.1. It does not identify a Shipping RHI or certify other hardware.

NewLabels evidence verifies24source/exact Development-package cases across these engines on the177-file/55-package revision, with271translated catalog entries and32cleanBlueprints per engine. Runtime Turkish activation follows English startup; it does not close the UE5.6 Turkish-editor-startup limitation. The sample README was subsequently updated without changing runtime code/assets; frozen evidence remains authoritative for its recorded revision.

Own hidden Win64 DX11 engine/game processes render real UMG and execute synthetic Slate interactions. Saved Blueprint screens, custom entries, public themes/data sources, dialogs, settings, remapped prompts, input transitions, model lifetime, world entries, and menu/HUD return behavior have scoped runtime evidence. Normal/enlarged, ultrawide, 4:3, and portrait-sized Win64 viewports have corresponding records. Audio evidence measures engine mixer signals; it does not certify physical audibility.

Physical controller tests are deferred by the user. Software gamepad/touch events and mapper notifications do not certify controller hardware, native disconnection, touch panels, or real stick drift. Portrait Win64 is not mobile verification. Console, Android, iOS, macOS, Linux, CJK/RTL, and device safe-area behavior remain unverified. The local IF1 candidate additionally has a full UE5.6.1 Win64 Shipping build/cook/stage/archive (65.31 seconds, 5,459 UFS staging targets, 30 clean Blueprint classes). The later G revision additionally has24actual Shipping primary/reload reports acrossallthreeengines with public menu world travel, glyph/cursor/modal/focus, action/tint and UIsettings persistence. These records are scoped to frozen177-source/55packages before the localization refresh; physical input, ShippingPCM/remapping/defaults and final release acceptance remain separate. Split-screen and multiplayer claims require their own runtime acceptance; local-player ownership alone is insufficient.

No engine compatibility wider than these installed versions is claimed. Do not overwrite or upgrade Game Master, Sakura Serenade, or MassForge to validate the plugin. Game Master design remains exclusive; Sakura's requested cooldown has independent original implementation/provenance.

The corrected Review2 archives preserve EnabledByDefault=false. Blueprint-only packaging proves UE5.6.1 Win64 Development packaging/module load with no authored game C++; Unreal generates a temporary native target and requires Windows C++ tools. Editor loads pass allthree exact builds; newer/Shipping Blueprint-only packaging is not claimed.

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

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