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
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@@ -588,6 +588,7 @@ public:
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bool IsVoxelForgeCoreReady() const;
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FVector GetVoxelForgeCoreDefaultCenterWorld() const;
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bool QueryVoxelForgeCoreDensityAt(FVector WorldLocation, float& OutDensity) const;
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bool GetVoxelForgeCoreWorldAssembly(FString& OutCanonicalJson, FString& OutContentHash) const;
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UFUNCTION(BlueprintPure, Category = "Voxel World|Strate")
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int32 GetStrateAtPosition(FVector WorldPosition) const;
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@@ -675,7 +676,8 @@ private:
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void SetDensityVolumeMaterialParamsDisabled();
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/** Runtime Core snapshot, world lifetime, and worker-side streaming bridge. */
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bool InitializeVoxelForgeCoreWorld();
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bool InitializeVoxelForgeCoreWorld(FString& OutFailureReason);
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void FallBackToLegacyAfterCoreInitializationFailure(const FString& FailureReason);
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void BuildCoreDesiredTiles(const FIntVector& Center, const FVector& PlayerPosition,
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APawn* PlayerPawn, const FVector& PlayerHeading,
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TArray<FVoxelTileKey>& OutLeavers);
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@@ -740,6 +742,8 @@ private:
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TWeakObjectPtr<UVolumeTexture> LastBoundVolTex0; // re-push MIDs if the L0 texture was recreated
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TSharedPtr<FVoxelForgeCoreRuntimeState, ESPMode::ThreadSafe> VoxelForgeCoreState;
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FString VoxelForgeCoreWorldAssemblyJson;
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FString VoxelForgeCoreWorldAssemblyHash;
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FVector CoreFallbackCenterLocalCm = FVector::ZeroVector;
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bool bCoreRegionCompilePending = false;
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TArray<FVoxelTileKey> PendingCoreRegionTiles;
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