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Visual integrity correction — 2026-10-27 ​

The owner rejected the prior competitive pass's visual result. Its builds and interaction receipts remain functional evidence; they do not demonstrate satisfactory art direction. No claim of matching the reference is accepted.

Confirmed defects and design gaps ​

  • Native button Border content uses Fill vertically, leaving its label high in spare height. Fix the native tree; preserve Designer-owned slot choices.
  • RPG ability slots stack the themed button frame and a separate static gold trim of a different shape. Remove the redundant frame without changing icon/cooldown controls.
  • Warm RPG surfaces share cool steel Standard/Quiet button colors. Their neutral/control/primary hierarchy needs one material and palette family.
  • Border art contains multiple parallel highlights, dots, abrupt line endings and a separate bracketed header. Simplify its construction to continuous closed contours, protected corners and one header divider. Validate actual Slate slicing before claiming a renderer bug.
  • Secondary action borders are nearly transparent. Make them intentionally visible while keeping primary actions stronger.
  • Header labels and content use inconsistent extra side padding. Align shared window/header/footer gutters; inspect titles and Close at actual scales.

The reference is Evil RPG & MMO UI6. Its full-size settings image was reviewed again: fine continuous outer frame, aligned sections, a coherent control family, coordinated ornament/accent and a clear primary action. No reference pixels are imported.

Correction direction ​

Use a consistent cut-metal silhouette with a dark enamel face, a restrained continuous rim and controlled bevel lighting. Warm surfaces use brass controls; cool surfaces use steel controls. Major windows have one outer frame; headers divide their content rather than adding a second detached frame. State feedback changes material emphasis without moving the hit target. This is a working direction, not accepted product polish merely because the generator ran.

Gates for this pass ​

  1. Measure label-versus-button centers in the actual viewport, including enlarged text and fixed-height controls.
  2. Inspect source/native button, window, key-selector and header edges at several widths/heights/scales. No accidental gaps or double frames.
  3. Inspect actual main/settings/load/modal/book/HUD windows in both palettes and both genres. Check readable secondary controls, equal gutters and clear hierarchy.
  4. Recheck focus, activation, Back, reduced motion and independent loading after shared code changes. Preserve source SaveGame hashes.
  5. Only update current gallery/source candidates after review; keep failed observations and scope limits explicit.

Work lane: Workspace/Rebuild583/VisualIntegrity. Original121 affected source/art/widget files are preserved in before-integrity.zip (704,801bytes). Existing CoreLoadHost/Playable outputs are reused. Inventory/game rules/reference projects remain unchanged. Physical controller/touch remain deferred.

Implemented correction and actual review ​

  • Native IFButton labels center vertically; Designer-authored tree alignment remains owned by the Blueprint.
  • Original continuous rim art replaces disconnected highlight/dot/bracket construction. The old drawing entry points now delegate to this one generator so they cannot silently restore the rejected art.
  • Warm controls, row/inset/panel surfaces and secondary states follow one brass family. Cool controls retain their steel family. Runtime Set Theme was reviewed in the actual ability browser.
  • Saved settings headers now refresh their gutters, including headers previously skipped by authoring. Shared Blueprint binding-row labels align vertically with their key controls.
  • RPG slots have one frame. The key chip stays inside the icon rather than crossing the bottom edge. The center-origin cooldown control and ability rules were not replaced.

UE5.8.3 Development Editor builds and95 saved Blueprint compilations pass. Actual PIE views reviewed: RPG1600x900 main/load/settings/controls/confirmation/HUD/ability browser, both palettes; RTS1280x720 settings and24-unit selection HUD. Native Escape returned from settings with visible main-menu focus, and a mouse click opened the confirmation. These are the specific interaction observations for this correction; prior input receipts are historical, and physical controller/touch remain deferred. All5 source SaveGame files retain their original hashes.

The numerical centering probe could not read nonzero native child geometry from this viewport. Its failed diagnostic is preserved, and no numerical centering pass is claimed. Rendered alignment was inspected directly.

This is a construction correction, not accepted art direction. The cards still feel utilitarian; typography, material detail, portrait/icon treatment and the relationship between HUD pieces need a stronger common finish. At simultaneous1.5 UI/text scaling, target identity and map/quest headings wrap awkwardly and dominate the view. Those layouts need further design rather than a claim that readable text alone establishes polish.

Evidence stays in Workspace/Rebuild583/VisualIntegrity (correction-review.json and the named captures). Current packaged executable, independent hosts, gallery and source release archives predate this correction; they are not promoted as current visual evidence. The original feature goal remains unfinished.

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

Enlarged documentation image

Enlarged documentation image