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Input-aware tooltip placement — verified 2026-10-06; record completed 2026-10-12 ​

Goal active. Game Master visuals remain exclusive. Inventory excluded. All layouts and artwork are original.

The public Tooltip Anchor exposes Use Navigation Placement, Navigation Placement, Get Resolved Placement, and Refresh Tooltip Placement. Keyboard/controller intent can use a different engine Menu Anchor alignment from pointer/touch. Existing default behavior is retained unless enabled. Refresh changes placement without replacing entry data/focus. IFButton defaults disable CommonUI's extra unavailable alpha because semantic muted colors already distinguish availability and an inherited fade also makes passive popup text/background translucent.

Original RTS/RPG sample anchors use pointer Above and navigation Centered Above, Preferred Width400. WBP_ForgeTooltip uses padding10, title13/detail11/reason10,4-unit gaps, Wrap Text At350 plus automatic wrapping. Its refreshed graph collapses an empty reason. Width still follows the existing root60% bound. These are saved Designer and ordinary Blueprint properties, not reference assets or styles.

UE5.6.1 CL44394996 final Editor build5.99s/save0errorswarnings/27Blueprints0errorswarningsfailedloads. Eighteen current source/exact cooked verifiers pass at1280×720/defaults and800×600/150% UI/text: tooltip delay/class/data/live updates/full text/availability/placement/focus/pointer/keyboard/modal/paused-world cleanup; Ward/world/header/compact action navigation/tooltip-icon occlusion; both full genre menu/settings/loading/pause/return flows; enlarged RPG/RTS regressions. Synthetic Slate and programmatic setup are distinguished from physical devices. Nine actual captures reviewed/copied Visual/TooltipPlacement-*.

Retained failures: mixed Slate vector auto declarations and a duplicate QA variable prevented initial builds; corrected. Early QA used only direct focus rather than focused descendants and measured a newly visible reason before rendering; corrected timing/focus queries. Actual enlarged detail desired width367.2 exceeded allotted364; explicit350wrap repairs it without weakening text bounds. A runner passed an unsupported --enlarged option; corrected. Negative controls reject actual failed logs.

Fresh TooltipPlacementSlice both-map Win64Development archive26.71s/cook8.90s/478cooked+7platform-skipped=485total/478IoStore/0cookerrorswarnings. Exact UAT/staging manifests preserved. Independent strict Editor Development/Game Development/Shipping core builds pass5.6.1/5.7.1/5.8.3 in54.48/47.03/47.11s; each isolated host loads22types/10assets with no inventory/Mass/sample. All55core candidate hashes match each host;137source files match the final source receipt. Boundary137files/45packages/2647staging targets/5546reference hashes passes; reference HEAD/status/changed-file/UI preservation passes. No publication/commit.

Verification summary (local verification record) collects18reports,27compile paths,3core engines,137rehashes,10changed files,2negative controls and9visual hashes. Existing raw commands remain in Logs and AutomationToolLog; tooling: run_tooltip_reviews.ps1, run_world_reviews.ps1, run_loading_reviews.ps1, verify_engine_matrix.ps1 -Milestone TooltipPlacement. Use fresh output/prefix names when repeating.

Visual result: tooltips are legible, source controls and the focused Ward icon/tint/countdown remain uncovered. Popups still cover passive readouts and notifications in dense layouts; the long artificial unavailable-button reason also merits layout work. Primitive scenes, complete polish, physical input/audio, broader localization/accessibility/resolutions/performance, optional Mass and newer complete sample compatibility remain open. This is not release readiness.

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

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Enlarged documentation image