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Original RPG header composition — 2026-10-06 ​

Goal ACTIVE. This is a scoped presentation repair, not product completion. Game Master's design remains exclusive; no reference tree, visual styling, artwork, source or animation was copied. Inventory remains outside the goal. All reference repositories are read-only.

Change and authoring workflow ​

The previous independently authored WBP_EmberRPGHUD filled two .36-height header docks with surfaces even when their content used only a few lines. The saved Blueprint now uses normal PartyHeaderFit / QuestHeaderFit Overlays, with each existing surface horizontally Fill and vertically Top. Padding14; the original Canvas anchors/offsets, clipped Scroll Box, columns, entries and all public model/action/navigation graphs remain. Long content retains the existing bounded scroll. This uses public UMG composition; no new runtime core or gameplay class.

Editor-only RefineRPGHeaderFit validates both original parent chains before reparenting, and recognizes its own wrappers on later calls. RefineRPGPassiveReadouts recognizes those wrappers; the full authoring pipeline runs the new refinement after existing upgrades. This pipeline order was updated, but a full repeated pipeline/idempotence run was not performed for this checkpoint. Developers customize the saved Designer hierarchy directly and do not need the authoring module at runtime. Raw previous asset: AssetSnapshots/Before-RPGHeaderFit/WBP_EmberRPGHUD.uasset.

Build, save and Blueprint compilation ​

Installed UE5.6.1 CL44394996, Win64. Build-Example-UE56-RPGHeaderFit.log: ForgeExamplesEditor Development succeeds8.13s. Create-RPGHeaderFit-UE56.log: guarded own-project Python commandlet saves the header asset,0errors/0warnings. Compile-RPGHeaderFit-AllBlueprints-UE56.log:27 distinct owned Blueprint paths,0errors/0warnings/0failedloads. No new failed build or runtime run in this checkpoint. Core source/assets are unchanged from the independently tested ProgressAnimation revision; newer sample copies predate this layout.

Reproduce from the workspace in PowerShell:

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_headers.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

Actual source and exact package interaction ​

All runtime processes exit0. Win64 DX11 RenderOffscreen, actual measured1280×720/default preferences and800×600/150%UI/text. Twelve complete flows plus one narrower tooltip regression pass their current verifiers:

Logs prefix in LogsRunsScope
RPGHeaderFit-Source2Saved Begin/Ward/Pause/Resume, full initial header geometry, world entry/theme/rebind/range/clear/destroy/return
RPGHeaderFit-Cooked2Same checks on the exact fresh inner archived executable
RPGHeaderFit-FlowSource4RTS/RPG main/settings rollback/async loading/cancel/fail/retry/HUD/pause/return, saved labels/dialogs/fallback/live refresh, synthetic arrows/Back/restored focus
RPGHeaderFit-FlowCooked4Same checks on the exact fresh archive
RPGHeaderFit-TooltipCooked-Enlarged-UE561Existing Approach reason/party/objective bounds, focus tooltip content/viewport/modal cleanup; programmatic setup, not full quest interaction

World checks measure all visible initial ReadoutTitle/ReadoutDetail/ProductionProgress desired and allocated geometry against their surface and owning viewport. Normal surfaces must also release at least25% of the old available region. Recorded root-layout heights: normal party113/quest91 within235.2; enlarged party130.6/quest137.4 within148.8. Both source and cooked initial/ward/enlarged captures were visually inspected and copied to Visual/RPGHeaderFit-*. The tint, original sigils, Ward notification and tooltip continue rendering. Header initial bounds and Ward integration are covered; long/later quest-state bounds are not comprehensively tested by this fixture.

Synthetic Slate key events operate the saved buttons. Source/focus/theme/range/lifetime/preferences setup uses programmatic API calls. These are real engine interactions and rendering, not physical-device tests. Offscreen execution did not take native desktop focus. No physical mouse/controller/touch/disconnection/audio claim follows. Source's existing remap profile showed G while the fresh archive default showed E; this checkpoint did not alter or certify remapping.

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

Use fresh prefixes when repeating; runners preserve existing evidence. The tooltip process uses the same inner executable and ForgePilgrimage map, -RenderOffscreen -dx11 -ForceRes -ResX=800 -ResY=600 -Windowed -unattended -nosplash -IFVerifyRPGLayout -IFVerifyRPGTooltips -IFVerifyRPGLayoutScreenshot, a unique absolute log, and verifier python Tools/verify_tooltip_review.py --log <log> --width 800 --height 600 --rpg.

Fresh archive and boundaries ​

Packages/RPGHeaderFitSlice, both maps, Win64 Development. Package-RPGHeaderFitSlice-UE56.log: BuildCookRun20.17s, cook7.88s;478 cooked/7platform-skipped/485total,478 IoStore packages,0cookerrors/0warnings. Exact AutomationToolLog.txt and FinalCopyWin64_UFSFiles.txt preserved in this archive. BuildCookRun arguments: canonical project, -noP4 -platform=Win64 -clientconfig=Development -build -cook -stage -pak -archive, fresh workspace archive path, -map=/Game/Maps/ForgeOutpost+/Game/Maps/ForgePilgrimage -ubtargs=-NoHotReloadFromIDE -ddc=InstalledNoZenLocalFallback -utf8output.

RPGHeaderFit-Boundary.json passes137 candidate source files/45own packages/2647exact staging targets against5546reference hashes. The complete137-file candidate_source_manifest in RPGHeaderFit-DistributionManifest.json is explicitly rehashed after packaging. Only four candidate files changed from MenuBinding: own RPG HUD, editor author cpp/header and world QA fixture. No core change. RPGHeaderFit-ReferencePreservation.json verifies reference HEAD/status/existing changed files/all5546UI package hashes unchanged. No commit or publication. These boundary checks detect exact copies and dependency/root mistakes; they do not certify visual originality or licensing.

RPGHeaderFit-VerificationSummary.json collects13 current runtime results,27compile paths, six inspected captures, source receipt preservation and a negative control: the old green MenuBinding-WorldCooked-Normal log is rejected for missing both current header assertions. Existing old evidence keeps its original revision scope.

Remaining work ​

Normal empty header area is reduced. The lower action cards and contextual dock still cover substantial scene area, enlarged passive context scrolls, and tooltip overlap merits further polish. Primitive scene/art and choreography remain development work. Further original presentation, arbitrary long/later-state/localized text, minimum targets/accessibility/safe areas/aspects, physical input/audio/remaps, true world-pause timelines, additional custom entries, current newer-engine full samples, optional Mass integration and realistic performance remain active gates. All runs ended and preference previews were canceled. No release-readiness claim.

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

Enlarged documentation image

Enlarged documentation image