OpenRecomp currently has two separate Unreal Engine 5.8 runtime paths. They share the goal of deterministic host-visible validation, but neither substitutes for the other.
Both UE5.8 executions are local runtime evidence because Unreal Engine is not available in the project's hosted GitHub Actions environment. The engine-independent Native AOT host core is separately reproducible in Windows CI.
The original synthetic workload uses the deterministic input sequence:
{1,1,3,0,2,3,1,0}
Expected final state:
x=15
y=6
frame=8
rgba=ff3aa7ff
Runtime marker:
OPENRECOMP_GATE_B PASS x=15 y=6 rgba=ff3aa7ff frame=8
Status: PASS — local runtime evidence
The separate visual replay reaches:
OPENRECOMP_DEMO PASS x=15 y=6 rgba=ff3aa7ff frame=8
Status: PASS — local presentation evidence
The visual replay does not replace the Gate B validation.
OPENRECOMP_UNREAL_NATIVE_AOT_HOST_V1 is a second, independent runtime path. Unreal loads a Windows x64 OpenRecomp AOT DLL through FPlatformProcess, resolves only openrecomp_native_aot_query, negotiates the frozen Native AOT ABI V1, binds deterministic E07 host callbacks and validates the established AOT result.
Runtime marker:
OPENRECOMP_UNREAL_NATIVE_AOT_HOST_V1 PASS module=e07.rv32i.fixture-full.ir-v1 arch=riscv32-rv32i observed_state=48 checksum=122010428 operations=3866
Status: PASS — local runtime evidence
Before the UE run, the engine-independent host core passes the four Windows compiler combinations formed by MSVC/clang-cl hosts and MSVC/clang-cl AOT modules. That host-core layer is the reproducible CI evidence for the integration boundary.
The installed ABI header, six Native AOT host source files and tested synthetic DLL were verified byte-for-byte against the CI handoff by SHA-256 before the local runtime result was retained.
See ../../docs/UNREAL_NATIVE_AOT_HOST_V1.md and ../../evidence/UNREAL_NATIVE_AOT_HOST_V1_PUBLIC_SAFE.txt.
The public repository intentionally excludes Unreal Saved/, Intermediate/, Binaries/, launcher logs, authentication metadata and machine-local build output. Raw Unreal startup logs must not be published; only allow-listed OpenRecomp proof markers are retained as public evidence.
A future project-controlled self-hosted Unreal runner would make the UE build/PIE path independently repeatable without changing the evidence produced by the current local run.