Appearance
Original Emberwatch RPG interface — UE5.6.1 Win64 DX11
Development checkpoint, not release acceptance. Game Master's bespoke design remains reference-only and exclusive. The independently authored RPG HUD, vector sigils and primitive scene contain no reference asset copies. Inventory and MassForge are absent from this project.
Saved implementation
/Game/Maps/ForgePilgrimage selects the example-only ForgePilgrimageGameMode. Saved WBP_EmberRPGHUD, WBP_EmberAction and WBP_EmberActionButton use public IFScreen/IFEntryWidget/IFButton/IFDataSource/IFCenterTint APIs and ordinary UMG/MID nodes. Existing main/pause/settings/dialog/journal/readouts are reused. FrontEnd presentation data replaces the shared main menu's title/detail. The sample's own pause-aware provider publishes changed models, validates local commands and supplies observable scene movement/light/status changes. No ability, combat or inventory backend was added to InterfaceForge.
Failures found and repaired
- Initial authoring caught an impure Get Dynamic Material call with unconnected execution pins, then a wrong interface-message pin name. Corrected execution and Action Name bindings; final authoring succeeded with zero errors/warnings.
- DX11 runtime found
lineused as a reserved HLSL token in the original vector icon material. Icons fell back blank. Renamed itstroke, repaired only the known original expression without deleting/recreating assets, and retested all three rendered icons. NullRHI authoring had not detected this visual shader failure. - A longer single-word main title clipped. Ordinary Text Block per-character wrapping prevents clipping; the original Emberwatch identity uses intentional
EMBER / WATCHline breaks for balanced presentation. Both normal and enlarged compact menus were reviewed. - At enlarged presentation, spatial navigation skipped an off-screen Interact button. Explicit Blueprint links now navigate Pause Up→Interact and Interact Left→the wrapped Approach entry. Actual 800×600/150% UI/150% text Down→Pause, Up→Interact, Left→Approach and Enter→command were observed. Custom entry release now clears its source, label, count and fraction and disables interaction.
- Compact review exposed a long prompt escaping its Auto horizontal slot. Core prompt text now gets a Fill slot plus per-character wrapping. The latest archived revision contains this repair; its runtime review is recorded below.
- Approach before accepting the keeper's request made the keeper unreachable; repeated Approach after arrival restarted movement from the original position. The separate demo provider now rejects both cases and publishes availability; after arrival the action label becomes At the hearth. Packaged pre-accept clicks were observed to do nothing.
Actual editor-game interaction
1280×720 DX11: Begin loaded the populated Blueprint HUD. Interact opened the shared keeper modal; Escape cancelled without advancing the quest. Reopen/Carry the embers updated quest and notice. Approach visibly moved both party figures; arrival changed context to Forgotten hearth. Kindle changed the hearth's color/light and completed the quest. Its eight-second cooldown displayed remaining seconds and a clearer region opening from the icon center. Ward changed both vitality displays from 72%/86% to 100%, showed a six-second status and its independent twelve-second cooldown. Pause opened the reused menu; Settings staged/applied 150% UI and text. Resume restored HUD focus and the paused Ward countdown (6 displayed), then the countdown continued and cleared.
800×600 clean restart retained enlarged UI/text preferences. The two-line title fit; main actions were reachable in its scroll area. Explicit directional focus revealed off-screen controls as above. Settings Restore defaults→Apply returned to 100%/100%; Pause return→confirmation→End expedition restored the original main menu. Passive party/quest text at maximum scale uses bounded scrolling and is not all simultaneously visible. This is not a final accessibility/polish claim.
Captures: Visual/EmberRPG-Kindle-Start-UE56.jpg, EmberRPG-Kindle-Middle-UE56.jpg (5 seconds, right clearer region), EmberRPG-Ward-UE56.jpg, EmberRPG-MaxScale-InteractFocus-UE56.jpg, EmberRPG-ReturnMain-UE56.jpg. Full source cooldown reference states remain in COOLDOWN_REFERENCE.md and the independent tint fixture evidence.
Repaired editor-game logs: Logs/EmberRPG-Repaired-Runtime-UE56.log and EmberRPG-Navigation-Runtime-UE56.log. Initial shader failure remains in EmberRPG-Runtime-UE56.log. Successful builds: Build-EmberRPG-ShaderRepairFinal-UE56, Build-EmberRPG-Navigation-UE56, Build-EmberRPG-PromptQuestRepair-UE56. Saved-asset upgrade: Create-EmberRPG-Navigation-UE56, zero errors/warnings. These logs are internal evidence, excluded from distribution.
Both-map package
BuildCookRun with /Game/Maps/ForgeOutpost+/Game/Maps/ForgePilgrimage: success in 26.70 seconds, 464 cooked packages, zero cook errors/warnings. Archive: Evidence/Packages/EmberRPGSlice/Windows. Saved log Package-EmberRPGSlice-UE56.log; staging manifest Package-EmberRPGSlice-UFSFiles.txt. Boundary check passed 95 source files, 31 own packages, 5,546 reference hashes and 2,618 staging targets, including both maps, all fourteen saved Blueprint widgets and both materials. This detects exact copies/dependency mistakes; it is not a licensing or visual-originality certificate.
Actual archived executable launched ForgePilgrimage at800×600 DX11. Main/Begin populated all RPG models and all three icons; E prompt resolved. Approach before accepting was unavailable and caused no scene movement. Interact/Carry the embers updated quest, then Approach moved the party and displayed its cooldown. Remaining packaged checks continue below as they are performed.
Remaining gates
Complete archived workflow/max-scale prompt retest/clean exit; wider resolutions, physical controller/touch switching and disconnection, audible audio and customization/data-source replacement proof; source/entry cleanup stress/performance and optional adapters; other engine versions/platforms and final visual polish. Existing live/runtime captures and code/cook success do not declare the full product complete.
Archived follow-up and navigation repair
EmberRPGSlice actual runtime also completed Kindle/hearth/objective, Ward/both vitality bars/status, keyboard Escape pause and shared Settings preview/Apply/Defaults. Ward displayed8 seconds before the menu and still8 on resume after the settings work, proving this local example clock paused. Defaults were restored; clean exit has no Fatal/Error/Accessed None/Ensure/material-compilation matches.
Maximum-scale review found cross-tree Ward→Pause and Ward→Approach links ineffective despite same-tree Interact↔Pause working. Engine source confirms navigation metadata stores the target's cached Slate widget. The public Blueprint links moved from On Initialized to Event Construct, after nested widgets rebuild. Build-EmberRPG-ConstructNavigation-UE56 and Create-AllBlueprints-ConstructNavigation-UE56 succeeded; all-asset authoring reported zero errors/warnings. No engine/private runtime APIs were added to the saved Blueprint workflow.
EmberRPGNavigationSlice recook:23.70 seconds,464 cooked packages, zero errors/warnings,2618 staging targets. Actual archived800×600 keyboard checks passed Interact Left→Approach Left→Ward Down→Pause Return→pause menu. After applying150% UI/text, Escape restored Pause focus; Up revealed Interact and the wrapped E·Interact prompt; Left revealed the wrapped Approach, Left scrolled back to Ward, Down revealed Pause in the other scroll pane. Capture Visual/Packaged-EmberRPG-MaxScale-CrossTreeFocus-UE56.jpg. The new character-wrapping default avoids truncating long HUD words, while Auto Wrap stays a standard opt-in property; enabling it globally briefly broke numeric settings values during preview, so that separate default change was removed. Final text-only recook/retest follows. Navigation archive closed cleanly without error/ensure matches; its150%/150% settings were left applied for the final restart test.
Latest saved-text repair archive (supersedes pending checks above)
EmberRPGTextSlice was rejected at runtime: restoring the normal Auto Wrap default exposed prose assets that had inherited its temporary value. Refine Original Text Wrapping explicitly saves wrapped prose and unwrapped ControlValue/CountdownText in the fourteen known original sample trees. Build/authoring passed, Blueprint0errors/warnings. No reference projects are modified. Latest EmberRPGTextRepairSlice:14.80seconds/464cookedpackages/0errorswarnings. Logs/Package-EmberRPGTextRepairSlice-UE56.log and corresponding UFSFiles manifest; boundary95sources/31ownpackages/5546referencehashes/2618stagingtargets passed. Actual archived800x600DX11 passed wrapped Main prose, 150%UI/150%text percentage staying unbroken, Apply/enlarged Main, Begin/keyboardEnter keeper dialog with operable wrapped actions, Carry embers/quest, Left/Approach/Enter/party movement. Context scroll showed FORGOT/TEN/HEARTH within the narrow panel without horizontal truncation. Pause/Settings/Defaults/Apply restored100%/100%, Return confirmation/End expedition restored Main. Second Begin reset party72/86%, quest/context/Approach and hidden cooldown layers; no visible stale state. Clean exit, Packaged-EmberRPGTextRepair-Runtime-UE56.log has no Fatal/Error/AccessedNone/Ensure/material-compilation matches. Captures: Visual/Packaged-EmberRPG-TextOverride-MaxSettings-UE56.jpg, Packaged-EmberRPG-LongWord-Wrap-UE56.jpg, Packaged-EmberRPG-SecondJourney-UE56.jpg. Mid-word wrapping at extreme scale still warrants presentation polish. Different archive save locations are not same-location restart-persistence proof; earlier same-directory tests remain separate. Physical inputs, wider resolutions/engines, audio, customization/performance/adapters and final polish remain open. Goal stays active.