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Competitive presentation verification — 2026-10-27
Current source evidence is in Workspace/Rebuild583/CompetitorPass. The current gallery shows this revision; dated receipts below describe earlier passes.
| Gate | Actual current result |
|---|---|
| Source Editor | UE5.8.3 CL58210709 build passes;95 saved Blueprints compile clean |
| Independent core | Fresh existing plugin-only host loads26 packages/four redirects; no ForgeExamples, MassForge or inventory module/dependency |
| Public appearance | 9 real CommonUI state/finite-feedback/reduced-motion checks; custom Linear brush clipping/reverse/local fallback inspected; original center tint retained |
| Game actions | 13 ability-browser checks;12 MMO/17 army scenarios; delayed closing-book actions are rejected |
| Custom Blueprint | 13 region/theme/stable-binding and saved Blueprint-only source/entry/action checks |
| Settings | 24 session checks; native Aegis→Y capture/Apply, new PIE reload, Y gameplay and restoration to Three verified |
| Input | 14 software Slate cases for focus/cursor, drift/jitter, held-stick handoff and HUD/pause/modal switching; physical device testing deferred |
| Large collection | 2,000 stable presentation objects;30–40 realized TileView entries; recycled commands retain current contexts; real source restored |
| Roster sizing | Actual0/1/24 selected-unit cases produce grid heights0/50/150 through the saved Blueprint graph |
| Responsive | Measured1280×722,1920×1082,2554×1082;150% UI/text inspected;4K request clamped to2554×1354, so4K remains unverified |
| Data preservation | Owned source editor closed cleanly; two original preference files restored exactly; both game saves asserted unchanged by SHA256 |
A bounded current editor profile recorded1,162 post-warmup samples: ProgressPaint mean0.0060ms/p950.0068ms, RootAdvance mean0.0068ms/p950.0075ms, MapPaint mean0.0042ms/p950.0051ms. These are individual inclusive counters in one small static MMO scene with other editors running. They must not be summed or advertised as the complete UI/GPU budget. The2,000-model test concerns UI virtualization, not a2,000-unit simulation.
Current Win64Development build/cook/stage/archive passes in88.42s from the exact installed source example ZIP. The native packaged receipt records27 scoped observations: hub/menu/settings, key capture/Apply, actual skill use, repeating attack, save/load/tracking, keyboard modal navigation, RTS selection/groups/movement/production/combat and two clean exits. A complete process restart preserves Y;3 no longer activates Aegis, whileY consumes12Resolve and begins12-second recovery. Source/config/content archive bytes match the built host; only documentation changed afterward. Native source and synthetic input are separate evidence. No owner approval, competitor-parity, hardware-controller, touch, multiplayer, other-engine or other-platform claim is made.
Current verification — UE 5.8.3 / Win64
RPG combat/input correction — 2026-10-26
Current local revision:92 saved Blueprints compile; UE5.8.3 Editor and Win64 Development BuildCookRun pass. The fresh core-only host loads16 packages and four legacy redirects with ForgeExamples, MassForge and InventoryForge absent. New public options are IFSurface/theme brush keys, Dialog Surface Style and Action Prompt Wrap Label. Existing core cooldown material is preserved.
- 17 rebinding checks cover settings-session ownership, draft/cancel, conflict rejection, Apply, live applied prompt, old-key rejection, new-key activation and camera-relative remapped movement. A new PIE local player reloads the saved R/O profile.
- Native mouse/key interaction changes Aegis to Y through InputKeySelector and Apply; native Y starts its actual cooldown. Five defaults checks pass. User's original Enhanced Input/UI save files are restored exactly afterward.
- 14 software Slate checks cover HUD, pause and modal device switching, focus/cursor behavior, drift/jitter rejection, held-stick handoff and simulated disconnection.11 camera checks cover actual view target, lens/zoom/pitch limits, software right-stick orbit and pause ownership.
- RPG12 and RTS17 gameplay scenarios pass on the reworked controls/presentation. The later RPG map change preserves the RTS transform; it adds explicit RPG artwork bounds and removes the RTS frustum from the RPG map.
- Three actual viewport cases are1280×722,1920×1082 and2554×1082. These are measured client extents; nominal requests were1280×720,1920×1080 and2560×1080.150% UI plus150% text preview was visually inspected, including the content-sized pause card.
- Native packaged main/modal navigation, Escape cancellation/pause/back, Cinderbolt cast/Resolve/cooldown/target damage, continuing melee, objective progression and eventual death UI are observed. A wrapped pause heading exposed footer/control overflow; the card/buttons now size to content. Content-sized main/pause cards replace the overflowing fixed-size version. Six PIE Back checks cover native pause/resume, selector cancellation, settings Back and modal cancellation. The configured action routes through CommonUI before the editor Stop shortcut, scoped to player-owned UI. Pointer/keyboard HUD focus now returns to the viewport after transitions while preserving focused text/key editing.
Receipts: Workspace/Rebuild583/RPGRework. Builds use the existing bounded CoreLoadHost/Playable outputs. No new project clone, engine copy, publishing, Git reset or inventory development. Controller hardware, actual unplug, touch, native right-drag/left-click target-picking, new multiplayer, other platforms/engines and isolated performance certification remain unverified. These limits are not converted to passes by software events or screenshots.
This page covers the 2026-10-25 army/HUD rework, after the owner rejected the previous encounter and presentation. It distinguishes native input, runtime API scenarios, software device events and builds. Visual quality remains subject to owner review; passing a test does not establish that the product surpasses another game's art direction.
Animation follow-up — 2026-10-26
HumanMotion_v022 is integrated into the three saved maps through the separate ForgeExamples adapter. Editor build, seven-clip/441-pose source parity (maximum transform-component error1.07e-6),16 live animation checks,12 RPG checks and17 army checks pass. Targeted checks cover actual displacement/facing, active Animation Blueprint, feet, stopping, melee/cast slots, cast HUD, paused pose/damage clocks, resumed contacts and held death pose. Blueprint customization is documented in example animation.
The current Win64 Development package builds/cooks/stages successfully in32.77s. Native1600x900 mouse/keyboard checks cover both menus, RPG approach/repeated attacks/target death/cast/cancel/pause/return, and RTS24-unit selection, formation movement, attack-move and victory against18 opponents. Screenshots are in the animation guide. These are local adapter checks; hardware controller/touch, other platforms and multiplayer remain unverified. MassForge's seven source asset hashes are unchanged; no VAT bank or source FBX copied. Core runtime code/content is unchanged.
Authoring failures were corrected before these checks: source editor Control Rig references prevented a safe straight duplicate, Blend Space samples lost their missing asset references during repair, and the death auto-blend flag was originally set after montage-instance initialization. Imported skeletal keys now match the source and final runtime checks pass. A UE Animation Blueprint editor destructor crash occurred while closing an earlier authoring editor; the local report was dismissed without sending. Packaged testing did not reproduce it. This is recorded separately from successful gameplay tests, not counted as a pass.
Environment follow-up — 2026-10-26
The saved hub/RTS/RPG worlds received an environment-only cleanup. Upright/grounded geometry, connected paving/gates, foundations and a shared original terrain replace malformed scenery. The minimaps are rebaked. Navigation and17 army/12 RPG runtime checks pass again, scheduled against the existing clamped encounter step without changing gameplay time. Current environment captures are in the gallery; world editing and scope covers assets and limits. Earlier UI/core receipts below retain their original revision scope. New package/runtime/source evidence is recorded separately under WorldPolish.
Builds and independence
The installed engine reports 5.8.3 CL58210709, with compatible descriptor baseline 5.8.0. UIForgeEditor builds. The extracted core separately compiles Editor Development, Game Development and Game Shipping. A plugin-only host loads all 16 core packages and four legacy redirected paths without ForgeExamples, MassForge or inventory. 76 saved Blueprints compile up to date with no failures. The extracted example builds, cooks, stages and archives its four maps; the final cook completes in44.30seconds. These are Win64 results, not universal engine/platform certification.
Operated interfaces
| Area | Observed result and scope |
|---|---|
| RTS native editor | Eight checks: empty click deselects; marquee selects16; Ctrl+1 stores and1 recalls the same16; right-click moves all16 more than100cm while the unselected eight stay within50cm; same-type double-click selects18; a portrait selects its own unit; T produces a reinforcement. Native Shift-click is not claimed. |
| RTS runtime API | 17 checks cover24 friendly/18 hostile units, additive removal, role selection, groups, selected-only orders, queued moves, actual navmesh movement, Stop/Hold, recruitment/cancellation, reinforcement and delayed combat contact. |
| RPG combat | 12 runtime checks cover persistent attack, approach, repeated contacts, victim death, another target, cast priority, windup, movement interruption, legitimate recovery and pause/resume. A read-only observer records target death after one native attack key; allies also contribute damage. |
| Packaged RTS | Native hub travel, selection, contextual movement, Escape/pause, save/load and exit confirmation. UI scale124% previews then cancels to100%. Recruit remapped T→Y updates its prompt: T no longer recruits; Y spends60gold and creates a reinforcement. Binding restored to T through Apply. |
| Packaged RPG and menus | Native1 approaches and attacks to Defeated. Mend raises health32→64, Resolve100→88 and starts recovery. Escape opens Pause; keyboard opens Settings. Back restores Settings and Enter reopens it. First Escape dismisses the Video popup; second returns to Pause. Main/Cancel/Confirm and Exit operate through their modal flow. |
| Menu staging | Both source examples move characters, return to Main and restore idle actors with nameplates hidden. Seven checks per genre prove every logical unit field stays unchanged. Native package checks restore Emberfall after combat/death and Ironfront after a movement order. Final RTS staging clears the watchstone prop. |



The RTS picture shows a fought encounter with22 living soldiers and14 selected; it is not the fresh24-unit start. Images show observed states and do not substitute for interaction records.
Blueprint, settings and input
- 11 entry/model checks: saved Blueprint ability entry initialization, fraction signals, release/reuse, recycled command context, finite/clamped values and collection membership/order/duplicate handling.
- 2,000-model TileView: the actual saved roster uses 30 displayed widgets initially, after end scrolling and after reorder. Displayed commands keep the current context. This tests UI virtualization, not2,000 simulated soldiers.
- 20 Blueprint-only tutorial checks: saved controller/game mode/menu/HUD/custom entry/pause/settings/dialog flow in the development project, stable model updates, actual world pause, cross-tab drafts, cancellation and unpaused return. Earlier independent-host tutorial/provider proofs remain historical; a new independent tutorial host was not repeated for this revision.
- 14 software input steps: controller presentation/focus/cursor, drift thresholds, held-axis release after keyboard takeover, one-pixel mouse jitter, meaningful motion, keyboard return, pause, modal and simulated disconnect. Synthetic Slate events are not physical-controller or unplugging certification.
- Submenu focus: measured keyboard/software-gamepad runs restore Choice3 after Settings. Native packaged Enter reopens Settings after Back.
Settings retain prior scoped24 session,13 Blueprint-provider and9 real SaveGame-failure/rollback checks. The previous native forced-GC popup run proved its lifetime repair. This revision also operates remapping, scale preview/cancel and popup Back in the army/RPG package. The earlier provider/GC suites were not all repeated.
Visual review and performance
Current engine captures cover both menus/HUDs, settings, controls, confirmation, RPG journal and hub at requested1280×720,1920×1080 and2560×1080. Measured client dimensions are recorded; borders can slightly change them. At720p,150% UI and150% text previews remain operable. Review corrected caption clipping, party backgrounds, command wrapping, dock overlap and empty menu backdrops. The gallery shows current windows; HUD authoring describes their public features.
An editor CSV contains 7,687 frames from the army scenario. Instrumented game-thread p95 values: root advance0.0082ms; progress painting0.2369ms; map painting0.0075ms; example encounter tick0.2333ms; model refresh0.1682ms. Active readout refresh p95:0.036ms. Another Unreal game/editor was running. These are instrumented scope timings, not isolated FPS/GPU benchmarks or final-package performance guarantees. Capture preceded the final focus/menu-staging corrections.
Failures found and corrected
The former MMO attack was one-shot. Persistent intention now approaches, recovers and repeats until interruption or death; explicit casting takes priority. RTS primary presses were suppressed by NoCapture in this engine: mixed HUDs now use temporary capture. Control-group modifiers are captured at keydown rather than delayed action delivery. Held controller axes neutralize after keyboard takeover.
Map-footprint painting appended an element from its own array and triggered an assertion; copying the point before append fixes it. A measured Settings return selected Choice0 instead of Choice3. Removing premature initial-focus selection for an unchanged input presentation lets CommonUI restore focus. Returning after combat exposed an empty backdrop; visual-only actor staging fixes it without mutating saves. A final visual check also found a staged soldier intersecting the watchstone; the formation was moved into a clear lane.
Early harness attempts inspected generated templates, attempted private-field reads or sent input before settled transitions. They are not counted as passes. Corrected checks use saved Designer trees, observable actors and bounded screen-state waits.
Delivery boundaries
Raw logs, receipts, captures, archive hashes and installed-source checks remain in the existing Workspace/Rebuild583/ArmyHUD lane. Earlier Todo receipts retain their historical scope. Final source candidates are member/CRC/hash audited and compared to the exact installed build host. No source engine, SDK stash or duplicate project was created for this rework.
Physical controllers/disconnection, touchscreens, consoles, non-Windows platforms, other engines, split-screen and multiplayer remain unverified. The playable package is Development; core Shipping compilation is not a Shipping example playthrough. RTS navigation/separation and RPG combat are small local adapters, not production army simulation or MMO networking. Saves preserve units/resources/progress; groups, orders and recruitment queues reset on load. Video rows cover VSync, frame limit and shadow quality; display-mode Keep/Revert remains an extension point. Cross-store Apply is not an atomic disk transaction.
Game Master's design stays exclusive. Sakura's inspected center-origin tint remains unchanged. Inventory mechanics are absent. No Fab approval, publication, license change or marketplace AI-classification decision is implied.