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Paused and concurrent Blueprint motion — 2026-10-12
Accepted scope: saved WBP_WatchpostSurvey now contains two editable ordinary UMG timelines with shared accessibility and cleanup behavior. Actual-world-pause and source/exact packaged customization tests pass on5.6.1,5.7.4 and5.8.3. This closes the tested two-timeline pause/lifecycle gate, not all animations or product acceptance.
Product change and decision
SurveyArrive retains its existing SurveySurface opacity0.35→0.86→1 over0/0.12/0.24seconds. SurveyHeadingArrive independently changes SurveyHeading opacity0.82→0.94→1 over0/0.16/0.32seconds. The subtle heading reveal demonstrates ordinary concurrent Blueprint authoring and different target/duration choices. Controls remain available; there is no explanation panel or new gameplay feature.
On Activated stops/resets both targets, branches on presented Reduced Motion, then starts both with normal Play Animation execution pins, one loop and Restore State=true. They start in the same frame. Live Reduced Motion and On Deactivated stop/reset both; data release remains immediate. Existing model/theme/input/action graphs retained. All ordinary authoring uses public engine/InterfaceForge nodes. Actual Blueprint workflow.
Installed UUserWidget NativeTick/TickActionsAndAnimation and animation-state source were inspected. The initial actual-world-pause single-timeline run succeeded, so engine UMG was retained rather than replaced with a second timer system. The normal small example adapters pause their own demonstration state; global Set Game Paused policy stays game-owned. The opt-in review pauses the actual Unreal world and operates the same saved screen.
Only five candidate paths changed from WorldLinks: the survey BP, animation-review cpp/header, editor authoring cpp/header. Tools/documentation outside candidate roots also changed.151approved source files/53own content packages remain. All63core files are unchanged and byte-match the prior independent strict WorldLinks5.6/5.7/5.8 hosts. No repeated core build; optional-dependency absence proof retains that exact core revision. Before-PausedMotion source/asset snapshots and Progress-before-PausedMotion preserve previous work. No reference asset/design/code copied; Sakura material/timing untouched; inventory excluded.
Builds and runtime proof
Installed Build.bat ForgeExamplesEditor Win64 Development -Project=<canonical or fresh isolated copy> -WaitMutex -NoHotReloadFromIDE. UE57/58-PausedMotion copies use prepare_engine_example.py,151approved files and copied EngineAssociation only. CompileAllBlueprints uses the complete30-class allowlist, quoted whole -AllowListFile argument, NullRHI/unattended/nosplash/InstalledNoZenLocalFallback and unique absolute logs.
| Actual engine | Final Editor build | Blueprint compilation | Native build warnings |
|---|---|---|---|
| 5.6.1 CL44394996 | 7.80s | 30classes/0errors/0warnings/0failed loads | 0 |
| 5.7.4 CL51494982 | 41.29s | same | 0 |
| 5.8.3 CL58210709 | 45.52s | same | 20existing C4305 color conversions;2CS0618 legacy include-order notices |
24scoped runtime reports pass: four source and four exact cooked per engine, at1280×720/defaults and800×600/150%UI+text. Animation tests observe actual Unreal pause before opening, frozen world time, both playback times/changing target opacity, live Reduced Motion stopping/resetting both, usable Blueprint action, no spontaneous replay when motion is restored, Back during playback, release/no stale opacity writes, reopen, both natural completions, nested focus, action again, already-reduced opening and root removal during playback. Example source observations:0.050s/opacity0.521 and heading0.050s/0.842; minima0.352/0.820. Measurements are playback state, not latency/performance claims.
Source56 animation prefix PausedConcurrent-Source; customization PausedMotion-CustomSource. Source57/58 prefixes PausedMotion57/58-AnimationSource and -CustomSource. Cooked prefixes PausedMotion56/57/58-AnimationCooked and -CustomCooked. Tools/run_animation_reviews.ps1 and run_customization_reviews.ps1 receive actual EngineVersion/isolated ProjectPath or exact inner PackagedExecutable. Exact arguments/results (local verification record).
The current verifier rejects the actual earlier single-timeline paused PASS; PausedMotion-OldSingleTimeline-NegativeControl.json prevents older/narrower success from masquerading as concurrent proof. Initial baseline successes are retained under PausedMotion-BaselineSource; they are not counted in the final24reports.
Packaged checks and failure record
RunUAT BuildCookRun -project=<own project> -noP4 -platform=Win64 -clientconfig=Development -build -cook -stage -pak -archive -archivedirectory=<fresh internal> -map=/Game/Maps/ForgeOutpost+/Game/Maps/ForgePilgrimage -ubtargs=-NoHotReloadFromIDE -ddc=InstalledNoZenLocalFallback -utf8output. Exact engine Log.txt/FinalCopyWin64_UFSFiles.txt are preserved immediately. Tests use each archive's inner Windows/ForgeExamples/Binaries/Win64/ForgeExamples.exe.
| Archive | Build/cook/stage/archive | Cook | Cooked + platform skipped | Staging targets |
|---|---|---|---|---|
| PausedMotionUE56 | 23.29s | 8.90s | 486+7=493 | 2663 |
| PausedMotionUE57 | 58.31s | 20.92s | 488+7=495 | 2678 |
| PausedMotionUE58 | 132.48s | 55.67s | 559+7=566 | 2341 |
All final builds/packages/fixtures succeed; no final cook/Blueprint/material/shader warning/error lines. Exact boundaries151source/53packages/5546reference UIhashes pass. After all tests,151canonical hashes and150copied hashes per newer engine match; only copied association differs. No canonical upgrade/resave from newer engines.
The initial UE56 UAT attempt overlapped a newer build and failed terminalexit6 because shared AppData MarketplaceRules.dll was locked. Package-PausedMotion-UE56.log is retained; no archive was created by that attempt. Remaining builds/archives were serialized and final logs use Package-PausedMotionReady-UE*. This orchestration failure is not silently counted as a passing package.
Four actual renders reviewed/copied: normal source arrival, enlarged source settled, enlarged5.6 cooked Reduced Motion, normal5.8 cooked settled. Both targets are fully opaque after completion/motion reduction; labels/actions/count/four segments fit the tested bounds. File paths are in the summary. The transient arrival is deliberately faded; it does not lock navigation.
Preservation and limits
PausedMotion-References.json confirms all discovery HEAD/prior changed-file hashes/5546UIpackage hashes match. Sakura status unchanged. Previously observed external GameMaster GMEQS and MassForge DiscordBot modifications remain outside our work; their full statuses are not unchanged. Neither reset nor rebaseline. Native/reference sessions untouched; all own source/build/archive/review handles terminal. No commit/publication.
Win64 DX11 RenderOffscreen, synthetic Slate and public programmatic setup only. Hardware controller explicitly deferred by the user; touch/native pulses/drift/disconnect/audio audibility, multiplayer/split-screen/performance remain open. Two independent named timelines are proven; arbitrary concurrency, overlapping-property arbitration and custom exit choreography are not certified. Earlier WorldLinks144reports retain their revision scope; unchanged features were not re-run without a reason. Current packages are Development, not full sample Shipping certification. Final polish and the full goal remain active.