wip(assembler): M3 round 4 -- plans built inside Unreal from the owner's strates; no import needed

SurfaceWorld and FloatingIslands plans generate at startup from the resolved seed,
strate types and heights (hashed, cached). Imported JSON is an opt-in override (off by
default); an invalid override shows an on-screen notice and falls back to legacy.
BuildHost on staged owner assets: SurfaceWorld cross-system checks, islands at owner
height (route, collision, anchors, BP edits), seed 137501, W1/W8/W16, Core-off legacy.
XY-column cache verified (hashes kept); island LOD0 p95 91 ms vs 133 ms sprint deadline.
Not exercised: season-seed path (no Season in staged settings), rendered notice pixels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
This commit is contained in:
Fr0zkaandClaude Opus 5.5 committed 2026-10-10 22:48:46 +02:00
1 parent 48fa028086
commit 111cf3d262
21 files changed
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@@ -588,6 +588,7 @@ public:
bool IsVoxelForgeCoreReady() const;
FVector GetVoxelForgeCoreDefaultCenterWorld() const;
bool QueryVoxelForgeCoreDensityAt(FVector WorldLocation, float& OutDensity) const;
bool GetVoxelForgeCoreWorldAssembly(FString& OutCanonicalJson, FString& OutContentHash) const;
UFUNCTION(BlueprintPure, Category = "Voxel World|Strate")
int32 GetStrateAtPosition(FVector WorldPosition) const;
@@ -675,7 +676,8 @@ private:
void SetDensityVolumeMaterialParamsDisabled();
/** Runtime Core snapshot, world lifetime, and worker-side streaming bridge. */
bool InitializeVoxelForgeCoreWorld();
bool InitializeVoxelForgeCoreWorld(FString& OutFailureReason);
void FallBackToLegacyAfterCoreInitializationFailure(const FString& FailureReason);
void BuildCoreDesiredTiles(const FIntVector& Center, const FVector& PlayerPosition,
APawn* PlayerPawn, const FVector& PlayerHeading,
TArray<FVoxelTileKey>& OutLeavers);
@@ -740,6 +742,8 @@ private:
TWeakObjectPtr<UVolumeTexture> LastBoundVolTex0; // re-push MIDs if the L0 texture was recreated
TSharedPtr<FVoxelForgeCoreRuntimeState, ESPMode::ThreadSafe> VoxelForgeCoreState;
FString VoxelForgeCoreWorldAssemblyJson;
FString VoxelForgeCoreWorldAssemblyHash;
FVector CoreFallbackCenterLocalCm = FVector::ZeroVector;
bool bCoreRegionCompilePending = false;
TArray<FVoxelTileKey> PendingCoreRegionTiles;