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World-entry runtime checkpoint — 2026-10-06 ​

Accepted bounded revision: WorldEntriesSlice-TitleFit. UE5.6.1 CL44394996, Win64 Development, DX11 offscreen source and exact package each pass normal1280×720/defaults and800×600/150%UI/text. This is not full product, physical-device or world-UI performance acceptance.

What ships in core versus the example ​

Public IFWorldEntryLibrary supplies Set World Entry / Clear World Entry / Refresh World Entry, using normal engine Widget Components and any UserWidget implementing IFEntry. Creation explicitly owns the local player before Slate construction, validates class/world/controller/data, releases replacement bindings, rejects reentrant same-component Set/Clear and requests engine redraw. Clear disables automatic Widget Class recreation. No range tick, actor search, gameplay system or optional-plugin dependency enters core.

Saved BP_ForgeWorldReadout contains the actual public Set World Entry Blueprint call in Event Create Readout. Saved WBP_ForgeWorldStatus contains public model/refresh/release/themed-text/linear-progress graphs and a standard fit-down Scale Box. The example placement adapter follows only a known anchor/camera, uses an optional range and flow visibility, releases on anchor destruction/EndPlay and exposes class/offset/range choices. Its.2second tick is separate from engine widget rendering; pause-state visibility updates now return early unless state changes. Hero/Companion models are shared with the RPG HUD. A standalone fixture actor uses the same public binding without the RPG provider.

Current authoring Logs/Create-WorldEntriesTitleFit-Blueprints-UE56.log reports0errors/0warnings,22 saved Widget Blueprints plus one Actor Blueprint and explicit23class engine cooking label. Initial authoring ran before the new default assets existed and records constructor/missing-package warnings/errors despite process exit0; it is retained, not clean acceptance. A later clean authoring pass verifies the saved classes. No Game Master visual design, reference assets/code or inventory mechanics were introduced. Actual Blueprint recipe includes cleanup, ownership, manual redraw and engine-space choices.

Commands and interactions ​

Source: powershell -File Tools/run_world_reviews.ps1 -Prefix WorldReview-TitleFit-Source.

Exact package: powershell -File Tools/run_world_reviews.ps1 -Prefix Packaged-WorldTitleFit -PackagedExecutable <workspace>/Evidence/Packages/WorldEntriesSlice-TitleFit/Windows/ForgeExamples/Binaries/Win64/ForgeExamples.exe.

Each hidden own process uses /Game/Maps/ForgePilgrimage -RenderOffscreen -dx11 -Windowed -ForceRes -unattended -nosplash -IFVerifyWorld -abslog=<unique log>. Normal requests1280×720; enlarged800×600 adds -IFVerifyWorldEnlarged. Source also supplies its own uproject, -game -ddc=InstalledNoZenLocalFallback. The fixture stages/cancels enlarged preferences, never applies them.

WorldReview-TitleFit-Source-{Normal|Enlarged}-UE56.log and Packaged-WorldTitleFit-{Normal|Enlarged}-UE56.log each pass the current verifier. Actual saved Begin/Ward/Pause/Resume controls receive synthetic Slate keyboard intent and held Enter. Programmatic setup/tests validate explicit local-player ownership and saved actor/entry classes, hidden initial menu labels/no world focus, post-Ready visibility, actual engine160×64 render targets, live Ward model/text/bar changes, theme replacement without rebuilding the tree, invalid-class preservation, class/data replacement and old-source isolation, explicit refresh/redraw, range hide/restore, pause/resume, repeated Clear/InitWidget, standalone-model binding, anchor destruction and return cleanup.

Tools/verify_world_review.py requires one full current result, measured viewport/scale and each current behavior/bounds check, and rejects engine errors/ensures/Accessed None. Logs/WorldVerifier-NegativeControl.json rejects the enlarged failed run even though its engine exited0. Initial shell log search used a literal wildcard Windows path and failed; corrected rg -g searches inspect those logs. This shell error is separate from runtime acceptance.

Visual failures fixed, without weakening acceptance ​

The first fixture incorrectly expected caption text to use Theme.Text; it now checks the actual semantic role. Initial actor-anchored world labels rendered, but large HUD cards covered them. A diagnostic capture temporarily set root opacity0 to inspect the world surface; outlines remained, so it is not a playable/polish acceptance capture. Original labels were small/slanted and scene props obscured part of the text. Current orthographic-facing placement exposes World Offset/Camera Side Offset, raises labels above props and uses the original custom world entry. Current initial full-HUD source/cooked captures at both sizes show complete names and percentages between the upper HUD cards.

After live Ward at enlarged text, a new title-fit assertion failed: font24 produced a78unit desired/allocated title height inside a64unit target. Logs WorldReview-Ready-Source-Enlarged-UE56.log and WorldReview-GeometryTrace-Source-Enlarged-UE56.log retain the failure. WBP_ForgeWorldStatus now uses Auto Wrap Text=false inside WorldTitleFit Scale To Fit/Down Only. The stronger current assertion transforms title/bar geometry into root target coordinates, checking width and height instead of merely font size. Enlarged title ends atX159.455/Y36.5 orX158.955/Y36.5 and bar endsX160/Y53, inside160×64. Text/model/bar still update through the same public graph.

Latest exact packaged initial and live Ward captures were visually reviewed; both complete world percentages change to100% above the notification lane. Copied Visual/World-Cooked-Initial-{Normal|Enlarged}.png, World-Cooked-Ward-Enlarged.png and World-Cooked-Theme-Enlarged.png preserve current rendered output. The theme capture demonstrates changed world/body accent tokens. Primitive scene, broader HUD whitespace/layout, long localization, motion/input devices and camera changes still need polish/testing. Arbitrary occlusion configurations and readable very-long world titles are not certified.

Package and regressions ​

Initial Packages/WorldEntriesSlice build/cook/stage25.88s/cook8.40s/481packages/0cookerrorswarnings predates the title-fit and pause-work repair and is retained as an unaccepted earlier revision. Fresh Packages/WorldEntriesSlice-TitleFit uses UE5.6 UAT BuildCookRun -project=<ForgeExamples.uproject> -noP4 -platform=Win64 -clientconfig=Development -build -cook -stage -pak -archive -archivedirectory=<fresh guarded path> -map=/Game/Maps/ForgeOutpost+/Game/Maps/ForgePilgrimage -ubtargs=-NoHotReloadFromIDE -ddc=InstalledNoZenLocalFallback -utf8output. Build/cook/stage24.17s; cook command8.39s;481saved cook packages/474IoStore packages;0cookerrorswarnings. Its AutomationToolLog.txt is exact-run evidence.

The first manifest copy mistakenly used the staged timestamp-format Manifest_UFSFiles_Win64.txt. Boundary verification correctly rejected its format. It remains Retained-Manifest_UFSFiles_Win64.txt; corrected FinalCopyWin64_UFSFiles.txt is copied from this run's UAT source/target log. No reference or unrelated file was altered to fix the check.

Four exact current packaged Packaged-WorldTitleFit-LoadingRegression-{RTS|RPG}-{Normal|Enlarged}-UE56.log pass the full loading/settings-cancel/retry/pause/return/lifetime/native/modal-target fixture, including cold HUD soft classes. The current enlarged RPG notification regression is Packaged-WorldTitleFit-RPGNotice-Enlarged-UE56.log. Its current notification verifier passes, including live Ward feedback and result-lane bounds. All source/cooked fixtures use synthetic Slate and programmatic setup; no desktop input was taken. Preference previews cancel; all newly launched processes exit. Earlier native/reference windows remain untouched.

Independent core and preservation ​

Fresh strict UE56/57/58-WorldEntries no-PCH/no-shared-PCH/no-unity Editor Development/Game Development/Game Shipping builds pass45.59/45.21/46.42s. Exact BuildPlugin-UE-WorldEntries.log*, CoreHost-UE-WorldEntries-Load.log* and UE-WorldEntries-CoreLoad.json* verify22 reflected core types/current world APIs and10 original assets with0errors/0warnings. Isolated hosts contain only InterfaceForge and engine Python for evidence; example/inventory/Mass absent. No core source changed after these builds. Full example5.7/5.8 runtime remains open.

Logs/WorldEntries-BoundaryReady.json passes129sourcefiles/41ownpackages/2639exactstagingtargets against5546referencehashes. WorldEntries-ReferencePreservation.json confirms unchanged HEAD/status/changed files and GameMaster2488/Sakura3026/Mass32UI hashes. Exact-copy/membership checks do not certify licensing or originality by themselves. DistributionPolicy excludes reference/Evidence/Review/deferred inventory content. No release/commit/publication.

Remaining product gates: physical mouse/keyboard/controller/touch transitions, drift/jitter/disconnect/focus/glyph/remap/audio, full Blueprint theme/transition/provider/class replacement, long localization/safe areas/accessibility/split-screen, polished complete playable interfaces, broader world-camera/occlusion/manual redraw cases, complete5.7/5.8 examples and optional serial-safe Mass/performance/local-player/multiplayer proof. Goal ACTIVE.

Newer-engine extension: EXAMPLE_ENGINE_RUNTIME.md records complete isolated sample builds/23 BP compilations and scoped loading/world-entry source/cooked checks passing5.7.1 and5.8.3. Other full-feature/device/polish gates remain open.

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

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