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UIForge 5.8.3 product rebuild ​

Active objective renewed by the user on 24 October 2026. Historical acceptance records describe the rejected baseline, not acceptance of this rebuild.

Architecture and boundaries ​

  • Retain CommonUI activation, modal stacks, focus restoration and shared CommonInput intent. Passive HUD regions remain ordinary UMG; world-space widgets do not become activatable screens.
  • Add public Blueprint layout profiles with named HUD regions, compact semantic typography and reusable presentation controls. Examples must use these public contracts and saved editable Widget Blueprints.
  • Separate a small local gameplay/save adapter from InterfaceForge. MMO is a single-player MMO-style encounter, not an online service. RTS is a small command/defense scenario. No inventory rules, crafting, trading or replication.
  • Use the finished AshenForge-owned MassForge castle/character art through a minimal independently loadable sample-art dependency closure, recording source and destination hashes. Never modify the reference plugin or include its gameplay SDK in core.
  • Preserve Sakura's inspected center-origin opening; improve surrounding icon/frame/feedback presentation without changing the mask into perimeter progress.

Focused feature matrix ​

FoundationDecision / developer problemDemonstrationCost
CommonUI stacks and intentRetain; avoid duplicate routingHub, menu, pause, settings, modal and custom screenExisting + integration
HUD layout profilesAdd; fix giant proportional cards and make genre composition replaceableMMO action/party/target/objective/minimap; RTS resources/selection/commands/minimapMedium
Semantic presentationExtend existing theme, compact typography, state/icon controlsTwo coherent original treatments; Blueprint replacementsMedium
Menu/save flowExample adapter owns saves, core presents actions and dialogsContinue/New/Load/Settings/Exit; pause Save/Load/Return with real resultsMedium
MMO local encounterSmall example-only backend; UI receives observable dataMove, target, cast/cooldown, party/status, quest, feedback, victoryMedium
RTS local encounterSmall example-only backend; preserve UI independenceSelect/multi-select, move/attack, train, resources, queue, victoryMedium
HUD customizationPublic named regions, sizes, class/data replacementSaved Blueprint variant and layout/theme switchingMedium
PerformanceEvent-driven data, shared clocks and bounded renderingMeasured source/cooked dense HUD cost; no off-thread UObject promisesMedium

Milestones and acceptance ​

  1. Foundation and art: compile/load actual 5.8.3, import minimal owned art closure, add public layout/presentation contracts. Inspect a composed HUD in Unreal.
  2. Complete vertical slice: saved hub → game menu → New/Continue/Load → playable encounter → pause/settings/save → menu. Test real saved controls, modal Back, settings rollback/persistence and software device switching. Review actual captures before expanding.
  3. Two genre examples: recognizable MMO and RTS arrangements with appropriate density, working contextual controls, selection/targeting, minimaps and observable gameplay. Saved scenery should be inspectable in the editor. No explanatory feature panels in player interfaces.
  4. Authoring and finish: prove theme/widget/entry/data/layout replacement without core edits; correct clipping/focus/motion, representative 1080p/720p/ultrawide/enlarged text, current Blueprint compile and package checks. Present the integrated result for user feedback.

Reference decisions ​

Current risks and workspace ​

Execution checkpoint ​

The four milestones now have composed, runnable implementations. Native Editor builds, 55 Blueprint compiles, complete saved-control flows for both genres, Blueprint customization, software input edges, three viewport shapes and enlarged settings have passed. Terrain backgrounds and the portrait were baked once in the editor, with no runtime SceneCapture. A current Development package builds; actual packaged testing found and corrected the example input context's missing cook reference, numeric wrapping after scale preview, and notification placement. The backend APIs and actual public authoring workflow are in BLUEPRINT_PRODUCT_LAYOUTS.md. Current verification and remaining limits are in PRODUCT_VERIFICATION_583.md and CURRENT_PRODUCT_STATUS.md. Historical baseline acceptance is not substituted for these checks.

Authoritative project: C:/UEProjects/ashenforge-plugins/UIForge/Project. Installed UE5.8.3 CL58210709 confirmed; descriptor now selects 5.8. UIForge has no discovered Git metadata; MassForge/Project does. No history was invented/reset. The authored-file baseline, ownership receipts and compact test records remain local. Existing core and historical example packages are retained for review.

New generated outputs belong in ../Workspace or normal ignored project build folders. Use one active project/build lane and one packaging destination, no full-host/archive chains. Physical controller testing remains user-deferred; software switching is required and cannot be called hardware certification. Visual quality is reviewed separately from functional test passes. No external publication or Git push.

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

Enlarged documentation image

Enlarged documentation image