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Safe-area menus and RPG layout — 2026-10-13 ​

Accepted scoped milestone; persistent goal active. The existing public engine Safe Zone around CommonUI layers is exercised with asymmetric viewport-sized insets and live changes. The original RPG context/action Canvas anchors are rebalanced toX.58, with context minimumY.48. Enlarged heading38.4physical pixels now fits55.32reading height under the tested source inset. Fonts, entry classes, graphs, data, action rules and center tint remain unchanged. Narrow/enlarged action cards may wrap into a scrollable column; focusing Ward reveals its full recovery/countdown/tint feedback. No generic explanatory showcase or new gameplay system.

Actual verification ​

55current reports:24source/exact-package safe-area full RTS/RPG flows (default1280×720 and800×600150%UI+text);18baseline RPG aspect flows (2560×1080/default,1024×768/enlarged,720×1280/enlarged);12separate source/package Ward/world focus/interaction flows;1protected source enlarged-RPG replay. All three actual installed engines tested. Safe-area cases prove positive four-sided content insets, active screen/initial-focus containment, loading Cancel and modal focus preserved after layout changes, new-root/native fallback participation and full-area restoration. CommonUI Back/confirmation/settings-preview/loading/cancel/retry/HUD/pause/return and software input cues retain full-flow proof. World cases activate the saved Ward action through Slate, observe100%party displays and inspect countdown/recovery/tint/focus/lifetime; they are separate baseline cases, not asymmetric-inset controller-nav certification.

Actual engineEditor buildArchiveCookNative warningsStaged targets
5.6.1-44394996+++UE5+Release-5.65.63s32.19s12.41s02663
5.7.4-51494982+++UE5+Release-5.754.87s54.87s12.90s02678
5.8.3-58210709+++UE5+Release-5.865.02s138.64s53.11s02341

All30BP classes compile0errors/0warnings/0failed loads on each engine. Fresh SafeAreaUE56/57/58 Development archives cook493/495/566packages, preserve exact UAT/staging manifests and match153candidate files/53packages. Newer short SA copies match all canonical hashes except copied EngineAssociation. Core63files unchanged and match prior fresh strict independent LT hosts; strict core builds are not falsely claimed rerun. No compiler or final cook/Blueprint/material/shader warning/error lines.

Three current renders reviewed/copied: source inset RPG arrival, UE5.8 cooked inset confirmation and separate cooked Ward focus. The heading and pinned controls fit; scrollable action/description overflow is visible and operable. No physical controller/touch, notch/platform, full Shipping sample or other hardware certification.

Failures, fixture corrections and preservation ​

Initial Source/Diagnostic/Repair logs retain real failures. The enlarged RPG context heading clipped by10.14pixels; standard editable Canvas layout fixes it, retaining large text. The inset failure was test setup: editor Slate safe-frame handling swaps preview types, and LocalPlayer.cpp1154–1213 clears custom margins every rendered frame when DeviceToEmulate is empty. Source QA temporarily suspends only that process CDO preview reset (no SaveConfig), sends the editor debug-safe event, reapplies to a recreated root, and restores before exit. Game QA uses the ordinary safe-frame event; SSafeZone uses display dimensions there, so ratios are normalized to the same intended windowed viewport pixel insets. These are honest simulated layouts, not platform hardware metrics or new plugin device rules.

The original matrix generated EditorPerProjectUserSettings.ini changed while Unreal ran; the baseline had only a hash, so its exact line diff is unavailable. It currently contains module-tracking/LastLevel metadata and no temporary QA profile. Do not claim byte preservation or reset/rebaseline it. Original outcome (local verification record) records this limitation. The protected replay retains a full current config byte snapshot and uses engine-supported -nowrite (ConfigCacheIni.cpp882); it passes the same current UI flow and leaves those bytes exactly unchanged. Protected receipt (local verification record). Future safe-area launcher calls include nowrite. Temporary CDO restoration markers pass on every editor source run.

Older non-inset CompatPolish PASS is rejected by the safe-area verifier; required actual profiles/focus/root/restoration markers prevent accepting stale evidence. Verification summary (local verification record) records precise verifier arguments/engines/scopes. Initial/diagnostic/fix logs and Before-SafeArea source/asset snapshots retained. Exactly5candidate paths change: sample QA cpp/header, authoring cpp/header and original RPG HUD BP. No core, audio/settings asset, inventory or Sakura material/timing change.

Commands: canonical Editor builds/own RPG authoring commandlet; source repair/preview runs; source boundary freeze/short SA engine copies; serialized Tools/run_safe_area_matrix.ps1; separate Tools/run_world_reviews.ps1 perengine/source/package; protected replay withnowrite; python Evidence/collect_safe_area.py. Logs retain real launch arguments; summary retains strict verifier arguments. All launched handles terminal, including failed tests; no evidence prefix/archive overwritten or timeout restart.

Read-only references preserve HEAD/priorchanged-file and5,546UIpackage hashes. Sakura full status unchanged; GameMaster/MassForge prior external changes remain, so full status is not unchanged. GameMaster design exclusive; no reference code/assets copied or reset/rebaseline. No native app automation, controller probe, commit or publication. Blueprint workflow uses normal public roots/Safe Zone/UMG properties, not QA internals.

Localization/RTL/font coverage, split-screen, custom exit choreography, optional Mass adapter, full Shipping example and remaining product acceptance still require work or explicit supported-scope decisions. Physical devices/listening are deferred/unverified. Goal remains ACTIVE; a build/scoped milestone is not release readiness.

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

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