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Example world presentation ​

The 2026-10-26 environment pass updates the hub, Emberfall and Ironfront. These are saved, editable example levels. UIForge's runtime/plugin C++ and the encounter rules are unchanged.

Sideways walls, tipped/overscaled rocks, vertically stretched rubble and the disconnected gate ramp were removed. Upright wall runs now meet at measured edges. The bonded gate opens onto a paved, lit passage. Columns and braziers are grounded outside the army lanes. Rear closures, a low terrace edge, a stone foundation and a shared terrain backdrop complete the outer camera views. Soft fill preserves character readability without the initial washed-out highlights. Minimap images are rebaked from the actual geometry.

Revised example hub

Revised army courtyard

Completed outer walls and terrain at maximum RTS pan and zoom

Edit the environment ​

Open /Game/ForgeExamples/Maps/ForgeGateway, Emberfall or Ironfront. The Environment actor folder contains ordinary saved mesh/light actors. Replace those in the level; no plugin subclass is required. Keep the encounter actor's camera/UI references when changing scenery. The small demo's playable bounds remain unchanged; its decorative passage and outer wings are outside those bounds. Expanding gameplay belongs to the example adapter or your game.

Castle, knight and props are bounded AshenForge-owned MassForge art. The original SM_IFCourtyardTerrain, soil albedo/normal and their source/provenance are separate example assets. The terrain has12,800 triangles and no collision/navigation role. The two512px textures replace runtime procedural noise. One mesh/material is shared across all three worlds. The playable floor retains its navigation; the outer paving is decoration. No new example dependency is added to the UI plugin.

In the development checkout, ContentSource/World contains the deterministic generators and editable OBJ/PNG sources. The curated example archive includes OBJ/PNG/provenance/README files. The geometry and textures are code-authored; no external imagery or image-generation model is used. This is provenance, not a marketplace classification decision.

Verification scope ​

Saved map reload checks measure upright/grounded geometry and confirm old clutter is absent. All four legal RTS pan corners are visually reviewed at maximum65-degree zoom. Army selection/orders/recruitment and RPG attack/cast/interruption scenarios run again after navigation rebuild. Test waits account for the example's existing0.1-second simulation-step cap; gameplay time is not changed. The gallery includes the unchanged UI at720p,1080p and ultrawide, plus enlarged scaling.

The environment is verified on UE5.8.3 / Win64. The package and source-identity records for this pass are in the existing Workspace/Rebuild583/WorldPolish lane; previous ArmyHUD receipts remain historical. Hardware controller/touch, other platforms and isolated GPU/FPS certification are outside this environment-only pass. Current product verification distinguishes earlier UI testing from these new world checks.

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

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Enlarged documentation image