First sit down was just tediously recording videos to showcase the current state of mechanics so I can RETROACTIVELY upload and edit them into the log posts actually mentioning them. Make these slightly more worth reading in retrospect.
Second was me realizing the issue of only ever checking for "Behind" upon begin and end overlaps - where I want it (like many prompt options, maybe including picking up things or general interactions) to simply switch the moment it can be. For example the enemy alert is at 3, they player is overlapping the behind collider but not showing the prompt because alert is too high. Though then when it lowers, the player has already "begun" the overlap and so the prompt doesn't appear until they leave and then reenter. Big cringe dont like - so I fixed it by making it check specific actor overlap on the player tick event. Begin overlap now just grabs the "current enemy behind actor" to check against, and it works woooo.
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.