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Original RPG action dock and Blueprint readout — 2026-10-06 ​

Goal ACTIVE. Game Master's design is exclusive and reference-only. All changed widget layouts are independently authored; no reference asset/code/tree/style/animation was copied. Inventory remains excluded. This record certifies a scoped layout and interaction repair, not product completion.

Change ​

WBP_EmberRPGHUD now content-fits its bottom action dock through ordinary ActionDockFit (Overlay) → ActionDockColumn (Vertical Box), Fill/Bottom. Its Canvas slot retains anchors (0,.54)→(.65,1), margins (24,0,12,24), alignment and Z order. Existing StatusReadout is pinned above the clipped scrolling action region, so a growing recovery reason does not hide timed party feedback. Original ActionColumn/Wrap Box/entries and their public initialization/action/cleanup/reveal/navigation graphs remain.

WBP_EmberAction retains Width Override160, lowers Min Desired Height192→168, clears Height Override, and preserves the original80×80 outer icon/9 padding/62×62 interior center tint/countdown. Long unavailable reasons grow and scroll. No gameplay timing or material change. The whole recovering Ward icon/tint/countdown is now required inside the action viewport; the full taller Approach reason is revealed by saved directional navigation.

The shared WBP_HUDReadout replaces its Vertical Box with a standard Stack Box and exposes per-instance Inline Detail, default false, using ordinary Pre Construct/property/slot/text nodes. The RPG status instance enables it; quest/RTS instances keep stacked prose. Both status text components use Base Size12/Refresh Appearance in the screen's Construct graph. See actual Blueprint recipe.

Failures retained and fixed ​

Evidence logFailure or limitationCorrection
Create-RPGActionDock-UE56Exit1,45errors/1warning; ActionDockFit lacked a Blueprint widget GUID when saving the shared entry compiled a loaded dependent HUDPreserve failed-output snapshots, restore our own prior HUD/action assets, immediately register new Designer widget GUIDs before dependent compilation
RPGActionDock-SourceEarlier checks green, visual enlarged timed status clipped at the scroll topMove status outside scrolling; strengthen geometry assertions
RPGActionPinned-Source and intermediate RPGActionPinnedSliceEarlier checks green, pinned two-line status left too little room for icon/countdownDo not accept this intermediate archive as current proof; use compact shared readout option
Create-RPGActionInline-UE56Exit-1,5errors; author guard rejected the factory's default unconnected Pre Construct eventReuse only that unconnected default stub; preserve/reject wired developer graphs
Create-RPGActionInlineReady-UE56Exit3; generated ReadoutFlow getter pin missing before reflectionCompile new named widget/member before allocating getter nodes
RPGActionInline-Source-Enlarged and RPGActionInlinePins-Source-EnlargedExit0 fixtures FAIL whole focused icon bounds; old layout, then cached title auto-wrap produced an extra lineKeep strict whole-icon assertion; turn title auto-wrap off only for inline mode, retaining it for stacked prose

Snapshots: AssetSnapshots/Before-RPGActionDock, After-RPGActionDock-Ensure and Before-InlineStatus. Logs and intermediate archive remain for review. The final world verifier rejects both the actual exit0 whole-icon failure and the earlier green pinned-layout log missing that assertion. No assertion was weakened to accept the final layout.

Final build and saved Blueprints ​

UE5.6.1 CL44394996 Win64. Build-Example-UE56-RPGActionInlineWrap.log succeeds6.03s. Create-RPGActionInlineWrap-UE56.log saves with0errors/0warnings. Compile-RPGActionInlineWrap-AllBlueprints-UE56.log compiles all27 distinct owned Blueprint paths with0errors/0warnings/0failedloads. Earlier successful build/save/compile attempts retain their original revision scope.

powershell
& 'C:/Program Files/Epic Games/UE_5.6/Engine/Build/BatchFiles/Build.bat' ForgeExamplesEditor Win64 Development '-Project=C:/Users/ufukk/Documents/ChatGPT/UE_Projects/Examples/ForgeExamples/ForgeExamples.uproject' -WaitMutex -NoHotReloadFromIDE
& 'C:/Program Files/Epic Games/UE_5.6/Engine/Binaries/Win64/UnrealEditor-Cmd.exe' 'C:/Users/ufukk/Documents/ChatGPT/UE_Projects/Examples/ForgeExamples/ForgeExamples.uproject' -run=pythonscript '-script=C:/Users/ufukk/Documents/ChatGPT/UE_Projects/Tools/refine_rpg_action_dock.py' -unattended -NullRHI -nosplash -ddc=InstalledNoZenLocalFallback
& 'C:/Program Files/Epic Games/UE_5.6/Engine/Binaries/Win64/UnrealEditor-Cmd.exe' 'C:/Users/ufukk/Documents/ChatGPT/UE_Projects/Examples/ForgeExamples/ForgeExamples.uproject' -run=CompileAllBlueprints '-AllowListFile=Saved/BlueprintChecks/CustomizationAllowList.txt' -unattended -NullRHI -nosplash -ddc=InstalledNoZenLocalFallback

Editor-only RefineReadoutLayoutOptions and RefineRPGActionDock validate the own-project/tree before authoring. The full pipeline calls them after header refinement; existing availability/notification upgrades recognize the new dock parent chain. Full repeated pipeline/idempotence has not been tested. Runtime developers use the saved Designer and Blueprint graphs; no editor authoring module is required in the package.

Accepted current runtime results ​

Win64 DX11 RenderOffscreen. Measured1280×720/default UI/text and800×600/150% UI/text. Fourteen current verifiers pass:

Logs prefix in LogsRunsScope
RPGActionInlineWrap-Source2Begin/Ward, whole header geometry, compact ready dock/cards, focused recovery text/countdown/tint/whole icon, pinned status, Down→Pause→Up→Interact→Left→Approach reason, world model/theme/rebind/range/pause/clear/destroy/return
RPGActionInline-Cooked2Same strict checks on the exact fresh archived executable
RPGActionInlineWrap-FlowSource4Both genres/sizes: complete menu/settings preview/cancel/loading cancel/fail/retry/HUD/pause/resume/return, labels/dialogs/default fallback/live refresh, synthetic arrows/Back/restored focus
RPGActionInline-FlowCooked4Same full flows on the exact fresh archive
RPGActionInline-RPGRegressionCooked-Enlarged1Existing enlarged RPG reason/party/objective/tooltip content/bounds/modal cleanup fixture
RPGActionInline-RTSRegressionCooked-Enlarged1Saved RTS nested command/selection/group/rally/patrol/reward/training queue/movement/pause/invalid-source/unbinding flow; exercises default stacked readout

Ready normal action scroll169 high inside307.2 available dock units, instead of filling the dock. Enlarged status28.8 and action scroll168 fit the196.8-unit dock; normal status20 and scroll169. These are root layout units, not physical pixels. The stricter Ward bounds catch previous clipped-icon failures. Approach's longer enlarged reason still grows the card to217.2 and scrolls; whole card visibility is not claimed.

All fourteen runs ended. Synthetic Slate keys operate real saved buttons; preferences/theme/source/focus/range/lifetime setup includes programmatic calls. This is real engine rendering/interaction, not physical controller/mouse/touch verification. Source shows existing G remap, archive default E; no remap modification or hardware certification in this slice. Native desktop focus was not taken.

powershell
& Tools/run_world_reviews.ps1 -Prefix RPGActionInlineWrap-Source
& Tools/run_loading_reviews.ps1 -Prefix RPGActionInlineWrap-FlowSource
& Tools/run_world_reviews.ps1 -Prefix RPGActionInline-Cooked -PackagedExecutable 'C:/Users/ufukk/Documents/ChatGPT/UE_Projects/Evidence/Packages/RPGActionInlineSlice/Windows/ForgeExamples/Binaries/Win64/ForgeExamples.exe'
& Tools/run_loading_reviews.ps1 -Prefix RPGActionInline-FlowCooked -PackagedExecutable 'C:/Users/ufukk/Documents/ChatGPT/UE_Projects/Evidence/Packages/RPGActionInlineSlice/Windows/ForgeExamples/Binaries/Win64/ForgeExamples.exe'

Use new prefixes for reruns: existing evidence is protected. The JSON summary includes actual verifier commands for all14 logs. RPG regression uses ForgePilgrimage with -IFVerifyRPGLayout -IFVerifyRPGTooltips -IFVerifyRPGLayoutScreenshot; RTS regression uses ForgeOutpost with -IFVerifyRTS -IFVerifyRTSEnlarged -IFVerifyRTSCapture. Both use800×600/offscreen DX11, unique logs and their current verifiers.

Archive, preservation and visual review ​

Packages/RPGActionInlineSlice is the final current archive, both maps, Win64 Development. BuildCookRun25.73s, cook8.49s;478cooked+7platform-skipped=485total,478IoStore packages,0cookerrors/0warnings. Exact AutomationToolLog.txt and FinalCopyWin64_UFSFiles.txt preserved. Arguments: canonical project, -noP4 -platform=Win64 -clientconfig=Development -build -cook -stage -pak -archive, fresh workspace archive directory, -map=/Game/Maps/ForgeOutpost+/Game/Maps/ForgePilgrimage -ubtargs=-NoHotReloadFromIDE -ddc=InstalledNoZenLocalFallback -utf8output. The earlier RPGActionPinnedSlice is retained intermediate work and is not accepted as the final dock.

RPGActionInline-Boundary.json passes137authored candidate files/45own packages/2647exact staging targets against5546reference asset hashes. All137 complete source-receipt files are rehashed after packaging. Seven candidate files changed from RPGHeaderFit:3own Blueprint assets, editor author cpp/header and opt-in world QA cpp/header. Core unchanged. Full reference HEAD/status/changed-file/all5546UI package preservation passes. No commit/publication/distribution. Boundary checks do not certify visual originality or legal clearance.

Nine actual images inspected and copied to Visual/RPGActionInline-*: source and cooked Initial-Normal/Ward-Normal/Ward-Enlarged/Approach-Enlarged, plus cooked enlarged RTS Group-Training. RPG ready cards release scene area; the enlarged Ward icon/tint/countdown and inline timed status remain visible. Tall Approach upper icon scrolls while the full reason is revealed. Tooltip panels still overlap adjacent HUD information, particularly the RTS resource/command area. Primitive scenes, broader art/layout/tooltip placement/choreography remain unfinished. Static captures supplement the interaction logs; they do not establish completion.

RPGActionInline-VerificationSummary.json (local verification record) records14passes,2negative controls,27compile paths,137rehashes,7changed candidate files and9reviewed capture hashes. Physical-device switching/glyphs/remaps/drift/jitter/disconnection/audio; arbitrary localization/accessibility/safeareas/aspects/splitscreen; true world-pause/concurrent/exit timelines; additional custom entries; optional Mass/performance; full current newer-engine samples remain gates. Goal stays active.

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

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