refactor: resolved metre layout is the runtime authority (L41, migration step 3); stamp covers plugin sources; R8
UVoxelStrateManager::Initialize resolves the layout width to integer micrometres before passages or scheduling; each slot stores physical [bottom, top) bounds, transition mode/width and passage settings; chunk indices remain a floor-based compatibility projection. The Core adapter derives interiors and L29 bands from those resolved values. verify: full-tier cost baseline is HEAD (or --baseline), tier timeout 7200 s with 1800 s per process; the source stamp now includes the plugin Source tree compiled on Linux (it previously missed VoxelStrateManager.cpp and friends). Owner hashes identical to L37; fast, medium and full PASS on a clean rebuild. Unreal manager/adapter edits are uncompiled on Windows. Research R8: inventory of unit-bearing UPROPERTYs and a custom-version asset migration plan. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -30,7 +30,7 @@ A **density-field voxel terrain** plugin for Unreal Engine, built around undergr
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| Term | Meaning |
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|------|---------|
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| Legacy chunk | 32×32×32 voxels (`CHUNK_SIZE`). At the legacy 12.5 cm voxel size it spans 4 m; it is not the strate-layout unit or the Core tile. |
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| Strate-layout chunk | World-level `StrateLayoutChunkSizeMeters`, default 8 m, shared by all generators and independent of voxel size. The director resolves it once and Core reads the resolved snapshot. At 25 cm it is 32 Core voxels; at 20 cm it is 40 Core voxels. |
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| Strate-layout chunk | World-level `StrateLayoutChunkSizeMeters`, default 8 m, shared by all generators and independent of voxel size. `UVoxelStrateManager::Initialize` resolves it to integer micrometres; slot bounds, heights, gap and transition widths use those physical values. Core derives the common `LayoutChunkWidthSubvoxels` from that same width. At 25 cm it is 32 Core voxels; at 20 cm it is 40 Core voxels. |
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| Core tile | Internal 32×32×32 Core voxel tile. Its metre size follows the Core voxel size and stays separate from the configurable layout chunk. |
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| Density | Scalar field. `< 0` solid, `> 0` air, `0` = surface (`IsoLevel`). |
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| Strate | Vertical layer of the world, stacked downward. Has its own generator + params. |
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@@ -70,8 +70,10 @@ A **density-field voxel terrain** plugin for Unreal Engine, built around undergr
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(RealtimeMeshComponent)
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```
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`UVoxelStrateManager` is the side oracle: "what strate is at this Z, what params,
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what generator type, and is there a passage/elevator SDF near here?"
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`UVoxelStrateManager` owns resolved half-open metre intervals (`[bottom, top)`) and is the side
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oracle: "what strate is at this Z, what params, what generator type, and is there a passage/elevator
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SDF near here?" Integer chunk bounds on each slot are compatibility projections for existing chunk
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dispatch APIs.
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---
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@@ -174,7 +176,7 @@ remains `0`, and lateral regions remain gated off.
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| `Public/VoxelForgeModule.h` / `Private/VoxelForgeModule.cpp` | `FVoxelForgeModule` boilerplate (Startup/Shutdown just log). |
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| `Source/VoxelForgeEditor/VoxelForgeEditor.Build.cs` / `Private/VoxelForgeExploreCommandlet.*` | Editor/commandlet-only `-run=VoxelForgeExplore`; schema-v1 owner-asset export check and BuildHost Core actor tests. `-coreworldassembly=PATH` supplies a reviewed manifest transiently to `-coreworldtest=1`; it does not save a data asset. `FStandaloneCoreAdapterScheduler` runs Core work at 1/8/16 workers; `VerifyStandaloneCoreAdapter` checks hashes and walkability. Existing bounded render/`VF_` walk/OBJ orchestration and research options remain editor/commandlet-only and are not linked by Game/Shipping. |
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| `Source/VoxelForge/Public/VoxelSettings.h` / `Private/VoxelSettings.cpp` | `UVoxelSettings` owns optional canonical world-assembly JSON and its Core digest. The editor file picker plus `ImportWorldAssemblyManifestJson` imports the reviewed manifest into the cooked settings asset and validates the recipe seed against the effective settings seed. |
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| `Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp` | Validates the optional manifest against each resolved `SurfaceWorld` slot (unique strate index and exact top/bottom chunks), then exports canonical `resolved_layout` separately from `world_assembly` and its hash. The layout digest does not alter recipe hashes. Invalid plans fail Core initialization. |
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| `Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp` | Resolves Core's common `LayoutChunkWidthSubvoxels` from the manager's physical layout width; builds SurfaceWorld/FloatingIslands bounds, L29 bands and passage settings from resolved micrometre slot fields; keeps owner/Core ratios in the legacy FloatingIslands parameter adapter. Chunk fields validate imported plans as compatibility projections. Exports canonical `resolved_layout` separately from `world_assembly` and its hash. Invalid plans fail Core initialization. |
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| `Source/VoxelForgeEditor/Private/VoxelForgeRegionEvalExperiment.*` | Six-worker lattice drivers for step 2c through step 2f. The original path still compares live `GetDensityAt` with the editor chunk program. Research modes assign contiguous batches dynamically so surface-heavy work balances across workers; steps 2e and 2f use 4³ proof bricks and stage each evaluated brick before copying contiguous X rows, while step 2d retains 8³. Each skip requires a macro Lipschitz bound plus the complete final-detail supremum; uncertain bricks retain every 12.5 cm detail sample. Timings split classification, point evaluation, and uniform fill; step 2f compares all profiles and hashes workers 1 and 6. |
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| `Public/VoxelRedefinedDensityField.h` / `Private/VoxelRedefinedDensityField.cpp` | Two default-off `WITH_EDITOR` research fields, selected by `voxel.ResearchRedefinedDensityField` (step 2d) and `voxel.ResearchParameterizedCave` (steps 2e/2f). Step 2f retains a metre-scaled 2e baseline for its rejection audit. New profiles use strongly jittered, individually rotated elliptical rooms capped against nearest neighbors and curved cubic-Bezier passages with deterministic centerline and width variation along each edge. Room heights and feature rolls vary by cell; ledges, occasional pillars, stalactites/stalagmites, basin floors, and bounded hanging masses remain features. Point and brick detail sampling share independently rotated 96/48/24-sample bands and a smooth ridge response, preserving 12/6/3 m wavelengths at 12.5 cm per sample. The parameterized mesher evaluates the exact field through prepared 4³ bricks and the same sound skip proof in commandlet and editor-game meshing. In-editor and in-game profile changes invalidate and rebuild all loaded tiles. In an editor game with this field enabled, sealed-solid, out-of-layout, and outer-classifier verdicts are declined without changing their console switches. |
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| `Private/Tests/VoxelForgeParameterizedGenerationTest.cpp` | Separate three-seed functional sweep for the step 2f parameterized field; passage landing air/floor brackets and arrival-to-exit walking routes are checked without changing the live-world tests. |
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@@ -598,13 +600,16 @@ content lists, audio, `GameplayTags`(393). EditConditions show/hide param groups
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type.
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**`Public/VoxelStrateManager.h` + `.cpp`** — `UVoxelStrateManager : UObject` (h:152).
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Maps depth→strate at runtime; owns passages.
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Resolves each slot's physical metre interval, layout gap, transition width, world seed and passage
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settings during `Initialize`, then owns passages. World-Z APIs query the physical intervals; legacy
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chunk APIs use the cached integer projection.
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- `FVoxelPassage` (h:46): standing endpoints, radius, type, wandering control points, and
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upper/lower local landing descriptors (room, floor, and door; no root connector).
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- `FStrateSlot` (h:128): definition + chunk-Z range + index.
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- `FStrateSlot` (h:128): content definition, resolved micrometre bounds/height, resolved transition
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and passage inputs, and compatibility chunk-Z projection + strate index.
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| Method | .cpp line | Role |
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|--------|-----------|------|
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| `Initialize` | 1164 | Keeps the existing sequencing through `GeneratePassages`, but selects one slot source: a validated cooked season (exact ordered bounds/vector/recipe) or the unchanged authored fixed+sorted/shuffled pool. Assigned-invalid seasons fail closed. Authored source definitions are duplicated as content bags; generated slots use deterministic C++ defaults and zero auto-passages because schema 2 does not store passage configuration. |
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| `Initialize` | 1186 | Keeps the existing sequencing through `GeneratePassages`, but selects one slot source: a validated cooked season (exact ordered bounds/vector/recipe) or the unchanged authored fixed+sorted/shuffled pool. Assigned-invalid seasons fail closed. Authored source definitions are duplicated as content bags; generated slots use deterministic C++ defaults and zero auto-passages because schema 2 does not store passage configuration. |
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| `GeneratePassages` | 1659 | Deterministic passages between consecutive strates (per-strate `PassageConfig::Style` control points; auto passages retain the existing `EVoxelPassageType` default); placement and shape values are independently salted hashes of seed + boundary slot + connection index. Each mouth independently queries its own strate's pure player-fit `VF_SuggestLandingPoint` with its contract seed (cave room salt, otherwise world seed), may move within its archetype-specific budget, then receives a body-sized local room/floor. The origin landing is reserved for the future shaft; no landing-to-root road is generated. Unsupported/no-fit answers preserve the old random reach; a deterministic level dog-leg is inserted when the final ramp needs it to stay ≤44°. All descriptors and bounds are generated without reading another passage. |
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| `EvaluateModifierSDF` | 2643 | SDF of passage tubes plus local landing rooms at a point. A per-chunk `thread_local` shortlist (`PassagesVersion`-stamped) → far chunks return `FLT_MAX` without walking `Passages`; the same cache serves floor membership. `FPassageEvaluationCache::FloorProjections` reuses native/generic floor projections and walkable-air results once per `(sample, passage)` using exact double XYZ equality and unchanged float outputs; `voxel.FloorRound1PassageProjectionCache=0` disables only this A/B cache. §8.10. |
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| `ApplyPassageModifier` | 2772 | Shared legacy/op-stack passage post: carves tube and local landing air through the idempotent landing primitive, then restores the local landing support slab in internal positive-solid density. |
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@@ -612,18 +617,18 @@ Maps depth→strate at runtime; owns passages.
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| `ApplyPassageLandingFloorMC` | 2983 | Reasserts the same support slab after MC-space disturbances and before the final XY edge seal. |
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| `AnyPassageNearBox` | — | Conservative sphere-vs-AABB test of every passage's bound against a voxel box (+carve blend pad). Per TILE (ClassifyTile guard), never per voxel. |
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| `AnyPassageLandingFloorNearBox` | — | Conservative local-landing-floor AABB guard. It kills the `AllAir` hypothesis wherever a proved landing floor can occur; the op-stack returns `Both` for the same box. |
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| `FindSlotIndexForChunkZ` | 6111 | Z → layout index. |
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| `GetStrateAt` / `GetStrateIndex` | 6127 / 6139 | World-Z queries. |
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| `FindSlotIndexForChunkZ` / `FindSlotIndexForWorldZCentimetres` | 6239 / 6251 | Chunk callers use the cached compatibility projection; world-Z callers search physical half-open micrometre intervals. |
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| `GetStrateAt` / `GetStrateIndex` | 6276 / 6287 | World-Z queries against half-open micrometre intervals. |
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| `GetLayoutVersion` | h:250 (inline) | Layout/passage generation counter (= `PassagesVersion`, bumped by every `Initialize` and by the editor composer override). Hot-path callers key `thread_local` memos on it (strate-index memo in `GetDensityWithParams`, passage shortlist) so live changes never serve stale data. |
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| `GetStrateForChunk` | 6150 | Chunk → definition. |
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| `GetGeneratorTypeForChunk` | 6176 | Chunk → generator type. |
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| `UsesOperatorStackForChunk` | 6203 | Chunk → does its slot have an operator stack? True for any in-layout slot with a definition whose archetype is one of the 8 (Maze, FlatPlain, CrystalChamber, SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater); false outside the layout. **That list is written down here and nowhere else.** `ClassifyTile` guards on it; `GetDensityAt` uses it to share TunnelNetwork stacks by chunk Z. |
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| `GetStrateForChunk` | 6298 | Chunk → definition via the compatibility projection. |
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| `GetGeneratorTypeForChunk` | 6324 | Chunk → generator type via the compatibility projection. |
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| `UsesOperatorStackForChunk` | 6351 | Chunk → does its slot have an operator stack? True for any in-layout slot with a definition whose archetype is one of the 8 (Maze, FlatPlain, CrystalChamber, SurfaceWorld, VerticalShafts, FloatingIslands, TunnelNetwork, Underwater); false outside the layout. **That list is written down here and nowhere else.** `ClassifyTile` guards on it; `GetDensityAt` uses it to share TunnelNetwork stacks by chunk Z. |
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| `GetRecipeForChunk` | — | Runtime immutable recipe/vector/strate-seed copy for cooked seasons; editor slot overrides use the same worker hand-off. |
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| `GetSlabParamsForChunk` | 6263 | Slab params with runtime Z bounds (no blend — slabs use Hard). |
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| `GetSlabParamsForChunk` | 6415 | Slab params with runtime Z bounds (no blend — slabs use Hard). |
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| `GetBiomeContextForChunk` | — | Flatten the strate's `Biomes[]` + `BiomeMapParams` into a POD `FBiomeContext` for the biome field. Empty ⇒ biomes disabled. §8.14. |
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| `GetGenerationParams` | 6509 | **Blended** TunnelNetwork params (handles Gradient/Hard/Interleaved transitions). |
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| `GetGenerationParams` | 6661 | **Blended** TunnelNetwork params (handles Gradient/Hard/Interleaved transitions). |
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| `SetComposerOverrideForStrate` / `GetComposerOverrideForChunk` | editor-only | Temporary density-only candidate overlay for one existing slot. Copies immutable params/recipe into the worker refetch path, leaves layout/content/passages intact, and bumps `PassagesVersion` to invalidate generator memos. |
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| `BuildParamsFromDefinition` (static) | 6815 | Returns the definition's base `GenerationParams` only. Terrain-op assets are passed separately to `BuildChunkCache`, which applies one selected op per room and pre-bakes Column/Pit/Chimney features. |
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| `BuildParamsFromDefinition` (static) | 6985 | Returns the definition's base `GenerationParams` only. Terrain-op assets are passed separately to `BuildChunkCache`, which applies one selected op per room and pre-bakes Column/Pit/Chimney features. |
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**`Public/VoxelTerrainOpDefinition.h` + `.cpp`** — `UVoxelTerrainOpDefinition : UPrimaryDataAsset`
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(h:67). One asset = one terrain op. `EVoxelTerrainOpType` (h:36): Terrace, LayerLines,
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